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Abyss Gates v1.5

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Abyss Gates is a Hero Defense map where you have to fend of waves of enemies (similar to Enfo's Team Survival).

New Version 1.5

Big update this time around is nightmare difficulty. Each wave present a new challenge, as each unit has been given at least one new ability. Many waves and bosses have been changed altogether, and will require some strategic teamwork to overcome.

I have also hopefully (once again) cleaned up any global fatal problems, as your hero now HAS to be alive to upgrade skills. This is DEFINITELY was was causing a vast majority of fatal errors.

I had some requests to make the Druid ranged, so instead I just added a hero who has 2 of the 3 skills trees as the druid, is ranged, and has offensive skills to replace the druids Battle Skills tree.

A number of Manipulator's skills have been improved - he is a much more versatile hero now.

Check the changelog at my website (http://www.creamyt.com) for a sort-of full list of changes.



Keywords:
Abyss, Gates, Creamy_T, CreamyT, Creamy, Hero Survival, Skill System, Manipulator, Enfo's, Enfo, Hero Defense, Line Wars
Contents

Abyss Gates v1.5 (Map)

Reviews
Mini-Me: Good map. The ability selecting is done in an interesting way which allows many different builds of your hero. I liked the items also. Overall a good 'enfo'. Aproved.

Moderator

M

Moderator

Mini-Me: Good map. The ability selecting is done in an interesting way which allows many different builds of your hero. I liked the items also. Overall a good 'enfo'. Aproved.
 
Level 1
Joined
Aug 2, 2007
Messages
1
why cant i post in the forums? says i need to be activated. Is this admin away or something?
 
Level 4
Joined
Jul 15, 2005
Messages
89
I think it almost been a year or so that you have updated this game. Anyhow, I am glad that you did because this is the only game I can see that can beat Enfo's. The Crypt Lord Boss is really hard to defeat, because it takes too long to defeat him and new wave spawns are just catching up and building up a huge force that can't be stopped in time.
 
Level 1
Joined
Aug 7, 2007
Messages
4
This is a great defense map, but crashes war3.exe with a fatal error at some point for some reason. I will ask someone else to host and see if it's a problem on my end.
 
Level 4
Joined
Jan 30, 2005
Messages
8
Wooph - Yep, still trying to figure out what's causing those. Must be some really weird combination spells/spawning or something..not sure what it is.

XenoSword - Thanks for uploading this before btw. Also - he is tough, but definitely doable. Just gotta get a good group of ppl together. Also, it gets much harder after that =)
 
Level 1
Joined
Aug 7, 2007
Messages
4
It doesn't always crash though, I've just lasted for about 70 minutes with no problems.
 
Level 1
Joined
Aug 7, 2007
Messages
4
Another bug: The Spirit Warrior suddenly disappears, never to be seen again. No respawns.
 
Level 1
Joined
Aug 13, 2007
Messages
2
The Fatal errors and crashing happen when a dead player gets an ability, i tested this to make sure that it's true and 20 times out of twenty it happened
 
Level 1
Joined
Sep 26, 2007
Messages
1
Great great map. Definitely worth playing. But...when's the new version coming out with the new hero, can't wait for that!
 
Level 4
Joined
Jan 30, 2005
Messages
8
Rememberme - thank you for the response!! That comment honestly got me to work on the map again. Funny how simple and obvious it seems in retrospect...

Anyway, so far so good with the global fatals, I'll keep my fingers crossed anyway though...
 
Level 1
Joined
Feb 13, 2008
Messages
5
Hey CreamyT. Have some bad news, your map still crashes about mid way through, it crashed a few seconds after the pitlord boss cameout. Settings were PVP and on Normal. Fantastic update by the way. I wish I knew what else to do for you.
 
Level 1
Joined
Feb 21, 2008
Messages
1
Hey Creamy T!

Really good map, with no exaggerated Heroes. Like it.
Anyway, I think creep money is not enough. If you play less than 5 players, you have difficulty to improve your damage deal, because you are not able to buy better equipment on time.
Personnaly, we are going to the 7th or 8th boss & Lvl 23 (3 players)... But not more ^^. Or maybe there is some tips to go further...
A one player mode should be appreciated too ^^
Good job man
 
Level 4
Joined
Jan 30, 2005
Messages
8
Angelserap - Thanks! If you make it to the endurance rounds you do end up with enough money for a bunch of the best items, but a part of the game IS spending your money wisely

7th or 8th boss (Aketmar?) is def where the game starts to get really tough. Get a few single-target abils if you can (dark bolt, true focus, flare) and blast away. Make sure you have enough AOE to mitigate those stockpiling enemies swarming.
 
Level 7
Joined
Apr 26, 2007
Messages
246
Yay, and I thought you abandoned this map! Good to know you didn't, last ver I played (1.1?) tended to crash.

I must say it's the only good quality defence map I know of. Rated 10 for being the best in it's genre!
 
Level 4
Joined
Jan 30, 2005
Messages
8
Glad you like it andriejj!

I can only apologize for the bugs that pop up. I'm really doing what I can to fix them, but I am unfortunately simply not the most adept trigger writer in the world, and I have had very little time with work and college unfortunately. I am def still workign this map and will continue to until I feel it's complete...or until SCII comes out =).
 
Level 7
Joined
Apr 26, 2007
Messages
246
An issue with druid- many buffs and spells negate the effect of Dire Grasp, I mean the treeman spawning after death. some Cabalist's spells do it, when I bought that sword giving 280 damage and exploding enemies on death, it also negated it.
 
Level 7
Joined
Apr 26, 2007
Messages
246
Damn, still crash issues. Paladin's death caused a crash. He wasn't on my team so dunno what skills and stuff he had. It might've been from some buff caused by some creep from the wave, but I don't remember what wave was that :(
 
Level 1
Joined
Aug 7, 2007
Messages
4
Great map, great new hero to play with. Unfortunately, the Paladin's Blinding Light Aura skill is now bugged. It seems to kill instantly, rather than stun. The instant kill effect also applies to bosses.
 
Level 4
Joined
Jul 15, 2005
Messages
89
I believe the Pit Lord Boss skills are too strong, that with the overwhelming spawns of enemies too. Normally I thought if Pit Lord was a Boss it would spawn just as a single unit, not within a huge group. If you don't beat it in one wave, then you will lose since the next wave has already started coming with range units.
 
Level 1
Joined
May 5, 2008
Messages
1
Hey!

I have to say, much cudos on this map, it's very very well done, haven't been this impressed with a defence map since the original enfos came out.

I'm not sure whether this was intentional or not, I noticed that in version 1.2 the paladins blinding light aura could actually destroy the defence tower at the enemy spawn point, thought that was a nifty little glitch, but was nice to see it cleaned up in 1.3,

One thing i had noticed, (alot of my questions are 1.2 related as i have played that one heaps, only just found 1.3... so if any of these questions have been fixed in 1.3 by all means, ignore me.) the druids ability that has him attack how ever much percent faster after killing is considered a negative buff, so if you have your totem nearby and it has auto-cast on for purge it will remove that buff, is there any way to stop that? i'm pretty sure there was another ability that affected this... can't member what but...

Just wondering, the new sword in 1.3, it was great to see a sword that actually increased attack speed, I'm a big attack speed nut, anything that increases attack speed i'm all over it... But the secondary ability for this, that destroys corpses, i don't see how that is really advantageous, there is only 1 level that i know of where the enemies use the corpses and that's the centaurs that res, and that is an early level and only a minor irritance, however if this sword is gotten at any point when an ally is the dreadlord he can't use any of his spells that require corpses, makes it alot more challenging for him to summon his units. Was just wondering if there was something i missed.

Also, noticed the command aura for the paladin only affected melee units? not sure if this was intentional or not, just seems to make it a much weaker skill.

That's all my comments for today, and once again thanks for a great map, you're doing a great job!
 
Level 2
Joined
Dec 22, 2004
Messages
10
Hey!

I have to say, much kudos on this map, it's very very well done, haven't been this impressed with a defense map since the original Enfo's came out.

I'm not sure whether this was intentional or not, I noticed that in version 1.2 the paladins blinding light aura could actually destroy the defense tower at the enemy spawn point, thought that was a nifty little glitch, but was nice to see it cleaned up in 1.3,

One thing i had noticed, (a lot of my questions are 1.2 related as i have played that one heaps, only just found 1.3... so if any of these questions have been fixed in 1.3 by all means, ignore me.) the druids ability that has him attack how ever much percent faster after killing is considered a negative buff, so if you have your totem nearby and it has auto-cast on for purge it will remove that buff, is there any way to stop that? I'm pretty sure there was another ability that affected this... can't member what but...

Just wondering, the new sword in 1.3, it was great to see a sword that actually increased attack speed, I'm a big attack speed nut, anything that increases attack speed I'm all over it... But the secondary ability for this, that destroys corpses, i don't see how that is really advantageous, there is only 1 level that i know of where the enemies use the corpses and that's the centaurs that res, and that is an early level and only a minor irritance, however if this sword is gotten at any point when an ally is the dreadlord he can't use any of his spells that require corpses, makes it a lot more challenging for him to summon his units. Was just wondering if there was something i missed.

Also, noticed the command aura for the paladin only affected melee units? not sure if this was intentional or not, just seems to make it a much weaker skill.

That's all my comments for today, and once again thanks for a great map, you're doing a great job!
The blinding light aura killing anything was not intentional and is fixed to be as it should be in 1.3.
Creamy_T is aware of the problems with Druid and plans to fix/change his skills for 1.4.
I would assume that the corpse destruction is an intentional disadvantage, like the -15% attack speed on the high-end damage reduction armor.
Command Aura is intentionally only for melee units, the description will reflect this in a later version.

Some of these questions were answered on the forums (http://www.forums.gamerisle.org/index.php?board=61.0), might be a good idea to check there in addition to here in the future.
 
Level 1
Joined
Jul 8, 2008
Messages
4
Some suggestions
make cold heart for cabalist use less mana, autocast it eats away at your mana fast.
make the first boss have some spells like some of the others, a suggestion would be like an entangle spell that entangles all heros directly around the tree.
a core healer class. A healer with some good aoes would be very fine. it can be like a supportive healer or some sort of offensive healer??
anyways thats all i got, great game.
Anyone else think this would make a great RPG?
 
Level 2
Joined
Jun 15, 2008
Messages
8
Creamy_T, thanks for this exceptional map. My brother and I play a couple nights a week just for a good challenge and a fun game, especially if we are getting frustrated with some of the MMO's that we enjoy (yay, max level grinding... time for some Abyss Gates!).

Are there any active forums for AG discussions? I enjoy a few map or game specific forums for other games that I have, is there any chance that one will pop up for AG?

Again, thanks for the great map. The learning curve is really simple, the Heros/Skills are all fairly balanced (and you do a good job fixing bugs that pop up), and above all, this is one of the most unique, polished maps I've had the pleasure to burn many, MANY hours playing! Keep up the great work!

~ Nihilist_
 
Level 2
Joined
Jun 15, 2008
Messages
8
Possible Bug - Book of Fire

I'm not sure if this was meant to be this way, or if it was just an oversight...

I was playing Abyss Gates 1.4 just the other day when I bought the Book of Fire. I clicked the Book to access its Spell List, and I was given a blank action card, no spells...

~ Nihilist_
 
Level 2
Joined
Jun 15, 2008
Messages
8
So if I buy the Book from the Shop it doesn't show its spell contents, but if I drop it and pick it back up the item should work normally?

I haven't had the same issue with the Book of Ice... odd...

Thanks for the head's up, ArnaudB!

~ Nihilist_
 
Level 15
Joined
Aug 14, 2007
Messages
936
Bug suggestion and skill leveling

Hey Creamy I have some good suggestions for you since myself am also a map maker, played your map and my friends said it was ok since he never did said my maps as ok though lol...

For your hero skill, I realised it was done by selecting a dummy unit with upgrade abilities...

You could have done that using a spell book, at least it would not disable you to control your hero you know what I mean? And just small chances that in cases you don't know where you can get the ability spell book, it is at the neutral hostile portion at the units folder in world editor's object editor's Ability tab...

Good luck on v1.5 with nightmare mode, I believe a lot of people will be waiting this arrival...

Sign: Destiny.Knight YR
 
Level 3
Joined
Apr 24, 2008
Messages
53
This map seems to crash right after the PitLord battle everytime. It's sad cause this map is fucking awesome! Looking forward to a fix soon :D
 
Level 3
Joined
Sep 18, 2008
Messages
60
after years of ENFO this is the first hero survival that can match with it :D a very good map and we didnt have any crashing bug or something :)

5/5 - CAUTION: Abyss is addictive!
 
Level 5
Joined
Jul 21, 2005
Messages
120
I wont bother downloading this version, as I hear there are a few bugs and things in that category, and it doesn't look like you've updated it (from what I can see).
But, just thought you should know you can pull a "insta-win" thing with the Blood Mage guy (forgot his name).
It may be commonly known, no idea, but I've used it a lot because I like to win ^_^
Anyways, to the point. The Blood Mage's lightning AoE spell (Like a Stomp Spell) can be used in an overpowering sort of way. It's a good spell, and uses a lot of mana, but there seems to be a problem with your event for that trigger. You see, you can mass click it and mass press S, this basically is telling it to cast which activates the trigger but you can also have your unit stop casting the spell, but the triggers will still activate, dealing damage. This is normally best for it being maxed, since if you mess up you don't have to wait with the 0 CD (Minimum should always be .01, btw). Thought you should know now and change the event since you may be updating soon.
 
Level 3
Joined
Jan 14, 2009
Messages
54
ok jsut tried it and used the "geomancer" hero who seems to just have a bunch of druid skills and a few of his own new ones(kindred spirits=fun) but ive noticed that most of the summons in this game basic ones anyhow become useless mana waste mid-late game so its just a sgestion but you might wanna up there over all survivablity or capabiltys because it gets obnoxious haveing a max leveld spirit wolf buffed by dark charm getting leveld right after i cast it
 
Level 4
Joined
Jan 30, 2005
Messages
8
Sworddragon - I was unaware of this bug, thanks for pointing it out. It's activation is coded like any other trigger spell, and after giving it a cooldown on level 10 I was unable to replicate the bug on any level of the ability. If there's an issue w/zero cooldown and trigger spells, then maybe I fixed it, but I'm not sure how it would be possible for the spell to activate without charging mana.

And yes, considering I wasn't able to do a whole lot of testing a small bug-fixing update will be up soon.
 
Level 5
Joined
Jul 21, 2005
Messages
120
I'll test it out with lower levels of the abilities on private to see if I can replicate it, if you're saying you can't replicate it on any of the lower levels.
And, it's the event that I talked about. The triggers register it's been clicked, or began casting (like the "Casting Time" kind of thing) and stopping it causes it to not cost any mana.
I'll recomment/edit in a minute or thirty.

Edit: Haven't been able to replicate it.
But there is something with the Ice Prison that may not be known.
Sometimes the AoE for the "silence" part of the ability is a little bit bigger or something, so the unit just walks past without being frozen.

Edit2: Oh, and the first boss guy, he kind of charged to the end for me. Want a Replay? I almost died for it if it wasn't for the last turn.
 
Level 5
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Jul 21, 2005
Messages
120
By the way, before I forget again, "Starts the effect of ability" is the event that triggers when mana is taken, so I hope you're using those on it.
If not, change it to that and give the 0 cooldown back? Always good to drain all my mana destroying everywithin within a 500 radius.
 
Level 4
Joined
Jan 30, 2005
Messages
8
Yes, definitely using that event. My map would have a lot of exploitable problems if I wasn't.

1.5b is floating around with some bug fixes, but I think I left nova the way it was. I'll get 1.5c around at some point and maaaybe change it back.
 
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