- Joined
- Jul 11, 2006
- Messages
- 38
.
Balin's Tomb
Players: 2-9
Category: Dungeon Crawl (Hack'n'Slash)
Expansion: Yes
Pick from one of nine Heroes and fight to survive and escape the mines of Khazad-dûm with a group of companions!
Features:
- Nine heroes with diverse playing styles
- Coordination and teamwork are greatly rewarded
- Lots of secret areas and hidden content to find
- Gameplay varies from survival, to hack'n'slash, to powerlevelling at the end
- 10 boss encounters interspersed with the packs of monsters, each with a different mechanic that makes them challenging
I'm not sure if it really fits into either the "rpg" or "offense" categories; it's not a castle war or footman war, but neither an open rpg with quests and the like. The three goals of the map are:
- Survive to the end
- Work together with other players in a group to defeat monsters and bosses along the way
- Friendly competition (usually) with your group members for treasure and kills to improve your hero
It's primarily designed to be a group play (goals 2 and 3), although it's somewhat soloable depending on the hero you choose. The heroes are equally balanced after rigorous playtesting, each with a different playing style.
Some of the history of the map:
Balin's Tomb maps used to be really popular back in RoC and right after the expansion, I started working on this map at that time in early spring. The layout of one of the dozens of versions floating around caught my attention, so I started working based off that. Most of the versions I made were listed as version 5.x or 6.x if you came across them, this was actually just to spark interest as big version numbers are inherently believed (even if there is no basis to do so) to be improved or more recent.
Frozen throne came around and the map broke, there was a fatal disconnect bug I couldn't figure out even after three months of work...it caused 50% of all players to disconnect right at map start. Eventually I moved on to other things, but after having interest spark in Warcraft again I wanted to see if I could finally figure out what the old problem was. I formed a game online to test it and wonders! It worked perfectly! I still have no idea what caused the problem, maybe something that was fixed on the game's end in a patch.
I've worked on it another three months, playtesting and further balancing all the heroes and encounters as best I can.
Balin's Tomb
Players: 2-9
Category: Dungeon Crawl (Hack'n'Slash)
Expansion: Yes
Pick from one of nine Heroes and fight to survive and escape the mines of Khazad-dûm with a group of companions!
Features:
- Nine heroes with diverse playing styles
- Coordination and teamwork are greatly rewarded
- Lots of secret areas and hidden content to find
- Gameplay varies from survival, to hack'n'slash, to powerlevelling at the end
- 10 boss encounters interspersed with the packs of monsters, each with a different mechanic that makes them challenging
I'm not sure if it really fits into either the "rpg" or "offense" categories; it's not a castle war or footman war, but neither an open rpg with quests and the like. The three goals of the map are:
- Survive to the end
- Work together with other players in a group to defeat monsters and bosses along the way
- Friendly competition (usually) with your group members for treasure and kills to improve your hero
It's primarily designed to be a group play (goals 2 and 3), although it's somewhat soloable depending on the hero you choose. The heroes are equally balanced after rigorous playtesting, each with a different playing style.
Some of the history of the map:
Balin's Tomb maps used to be really popular back in RoC and right after the expansion, I started working on this map at that time in early spring. The layout of one of the dozens of versions floating around caught my attention, so I started working based off that. Most of the versions I made were listed as version 5.x or 6.x if you came across them, this was actually just to spark interest as big version numbers are inherently believed (even if there is no basis to do so) to be improved or more recent.
Frozen throne came around and the map broke, there was a fatal disconnect bug I couldn't figure out even after three months of work...it caused 50% of all players to disconnect right at map start. Eventually I moved on to other things, but after having interest spark in Warcraft again I wanted to see if I could finally figure out what the old problem was. I formed a game online to test it and wonders! It worked perfectly! I still have no idea what caused the problem, maybe something that was fixed on the game's end in a patch.
I've worked on it another three months, playtesting and further balancing all the heroes and encounters as best I can.