• 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!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Beyond Darkness [1.5]

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Beyond Darkness: The Shadows is a single player role playing game, focusing on fast paced action.
Featuring different background systems, the player is immersed into a challenging world, yet rewarding and brutal.
BY:TS is the sequel to The Awakening, building a bridge from your victory in the original map to a new awakening of the enemy, immersing you in an unforgettable and repeatable experience.


Download

Version without music [20MB smaller]: Link (Old version 1.2)


Project's Features:
•Challenging Foes•

The map is divided in different scenario areas, which means other areas will be locked when you enter a certain scenario. Each mission features multiple bosses and different waves with always different units, making the game always harder as you level up. The amount of enemies scales with your hero's level.
•Satisfying Combat•
Each hero will be completely distinct, featuring his own different sets of spells with different roles. Artesia, a powerful sorceress, has multiple sets of spells, being able to switch between 4 spells at any given time to open up a wide variety of strategies.
•Gratifying Item Sets•
Each class has its own item sets, granting them bonuses for their specific strengths and granting them different abilities. Some of the items also have model attachments, making the hero look amazing.
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Arcane

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(Q) Arcane Missile
Conjures an arcane bolt which will hit random nearby enemy units.


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(W) Dance of Death
Artesia starts channeling, healing herself over time and launching arcane bolts towards nearby enemy units.


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(E) Arcane Bolts
Artesia will launch an arcane missile at an attacking unit, however there's only a 60% chance.


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(R) Power Rage
Artesia overcharges, letting out bolts of lightning towards enemy units, while increasing her Mana and Health Regeneration dramatically and increasing her Attack Damage. The more nearby friendly units, the more damage is dealt.

Fire

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(Q) Cauterize
Artesia shoots her fiery lightning at a target, dealing damage to enemy units close it and healing friendly units.


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(W) Fiery Field
Artesia creates fields of fire at the position of nearby enemy units for 3 seconds, dealing damage to units in the fields.


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(E) Power Swap
Artesia swaps her AOE spells with single-target spells for 10 seconds.


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(R) Final Hit
Artesia uses her maximum energy, dealing an immense amount of damage to an enemy unit.


Features

• Fast Paced Action •

• Challenging and Scaling Difficulty •

• Different Unique and Distinct Classes •

• Different Item Sets for each Class •

• Randomized Events •

• Randomized Spawns and Item Drops •

• AI companions •

• Different Background Systems improving the Gameplay •

• Multiple Bosses •

• Custom Spells •

• Custom Soundtracks •

• Replayability •

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Normal

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(Q) Shadow Strike
Daedrius uses his shadow arts to find a weakness in his opponent, dealing extremely high damage and restoring some of Daedrius' health.


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(W) Dark Blade
Daedrius embraces the dark powers of the universe, increasing his critical chance and healing him for every nearby corpse.


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(E) Phantom Bolt
Daedrius fires a large bolt with 2 smaller ones attached to it towards the target location, damaging the first enemy unit that comes into contact with it. The 2 smaller ones will circle around until they hit someone.


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(R) Omnislash
Daedrius lets out his inner rage, slashing 20 targets close to the target unit, dealing 150 damage.

Demon

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(Q) Sinister Blast
The sins of the target fly out of its body, flying into the air, powering themselves and finally going back into the target, dealing 100 damage per sin.


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(W) Dark Beam
Daedrius channels 2 beams of dark energy, damaging enemy units at the target location.


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(E) Dark Transformation
Daedrius marks the target and transfers dark powers into it, transforming it into a dark minion of Hell. Also deals [500+INT]damage to enemy units close to the target.


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(R) Dark Grapple
Daedrius lifts the enemy units at the targeted point using Mind Levitation and after some time, smashes them back on the ground, dealing damage.


Download

Version without music: Link (Old version 1.2)


Credits:

Blood Raven
The_Avenger's_Return
Googlieeyes
Dark_Dragon
NhazUl
CRAZYRUSSIAN
xorkatoss
67chrome
Muoteck
shamanyouranus
Wandering Soul
JetFangInferno
NFWar
HappyCockroach
-Grendel
Kelthuzad
PeeKay
maddeem
Bribe
MortAr
Mainy
Thrikodius
WILL THE ALMIGHTY
4eNNightmare
Kitabatake
Hawkwing
Champara Bros
sPy
Weep
Artur_ka
NexusBlizzard
Juan Ann
bigapple90
Tranquil
M0rbid
dizzt
Maker
Tarrasque
Boogles
WILL THE ALMIGHTY
levigeorge1617
SkriK
Nightwish.ger
DonDustin
Daelin
Mc !
Demongrip
NexusBlizzard
HappyTauren
f0rsAk3n
StaberFire
DarkFang
I3lackDeath
G00dG4m3
Paladon
Hellx-Magnus
D4RK_G4ND4LF
Golden-Drake
Matilda_Knights
Pyramidhe@d
Pyritie
Sellenisko
M0rbid

Changelog:

1.5 - 01/07/2012


    • Changed lumber icon to a corresponding icon for the Vortex charges.
    • Removed the Casting Bar system.
    • Removed the non-used item combination system.
    • Normal Daedrius now recharges his vortex every 5 seconds. (previously 4s)
    • The Mastery/Stance selection window now is shown immediately once you've picked your class.
    • Fixed a few minor bugs.


1.4 - 30/06/2012
  • Shadow Strike's damage reduced to 300/400/500 damage. (previously 500/650/800)
  • Fury of the Heaven's Mana cost reduced to 75. (previously 100)
  • Hammer of Thor's Mana cost set to 50. (previously 50/75/100)
  • Vicious Slash's Mana cost set to 50. (previously 50/60/70)
  • Dance of Death's healing reduced to 50/75/100. (previously 200/400/800)
  • New selection circle texture (Credit: M0rbid)
  • Changed Ward Protector's projectile art.
  • The ritual event now lasts 8s. (previously 6s)
  • Added preloading of custom models.
  • Added 2 new quests explaining different masteries and stances.
  • Fixed Demon Daedrius not getting his ultimate when hitting level 6.
  • Normal Daedrius now charges his vortex every 4 seconds.
  • Added a vortex charge indicator in the lumber part.
  • Increased Arutha's Maximum Mana by 500.
  • Increased Arutha's Mana regeneration by 2%.
  • Arutha's Fury of the Heavens Ultimate is now learned at level 6. (previously 10)
  • Dark Beam's damage reduced to 150/200/250. (previously 300/350/400)
  • Increased the enemy's Meteor's speed.
  • Increased the enemy's Meteor's damage to 750. (previously 500)
  • Fixed Daedrius' timer window not showing.

1.3 - 14/06/2012
  • Health Potion's CD increased to 5s (previously 3s)
  • Removed one of the soundtracks, reducing the map's file size by 6mb (Previously 20mb->14mb)
  • Daedrius' Shadow Strike is now intelligence based

1.2 - 01/06/2012
  • Final Hit nerfed drastically
  • Artesia's starting maximum mana reduced to 1000 (previously 2500)
  • Sorceress: Arcane now restores 15 Mana Points (previously 250)
  • Health Potions now only have 15 charges (previously 50)
  • Health Potions now have a 3s cooldown
  • Minor bug fixes

1.1 - 31/05/2012
  • Power Rage cooldown reduced to 15s (previously 30s)
  • Dark Transformation cooldown increased to 12s (previously 6s)
  • Fixed Dark Transformation insta-killing mini-bosses
  • Fixed the no-cooldown on spells bug when changing your mastery/stance


Alpha Changelog:



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Date: 26/05/2012

New:

  • Scenario 3 Part 2 introduced! (When declining the wisps' help)
  • AI System implemented for Daedrius and Artesia!
  • Introduced randomized events! (Currently only 2)
  • New sound effects!

Balancing/Other:

  • Fixed Daedrius' Sinistar Blast.
  • Fixed Arutha AI Control.
  • Updated Shadow Strike's tooltip to say its Vortex requirement. (1 Vortex charge required)
  • Updated Omnislash's tooltip to say its Vortex requirement. (2 Vortex charges required)
  • Fixed Dark Blade's tooltip.
  • Daedrius can now attack AIR units.
  • Removed a few typos.
  • Daedrius' Demon Form now lasts for 3600. (previously 30s)
  • The transition from Daedrius' Normal Stance to Demon Stance is now faster by 0.25s.
  • Phantom Bolt now deals 600/750/900 damage. (previously 350/600/750)
  • Sinister Blast now deals 200 damage per sin. (previously 100)
  • Fixed Mask of Disguise's tooltip.
  • Omnislash now only slashes 10 targets. (previously 20)
  • Each Omnislash slash now deals 500 damage. (previously 150)
  • Changed the icon of the credits quests.
  • Fixed the Mini-Boss Fire Elemental's Shattered Universe. (Meteor)
  • Fixed a critical bug.


(Not logged in? Use this link to download the map!)
(Version without music [20MB smaller]: Link)
(Version without music in pastebin [20MB smaller]: Link



attachment.php



Date: 13/05/2012

The first person to be able to fix Daedrius' Demon Spell "Sinister Blast" will get an exclusive item and rep.

New:

  • 3 different gem models have been implemented. (Items with stats = Ruby / Consumables = Topaz / Items with abilities = Diamond)
  • Novice Set for Daedrius added. (Given as reward after scenario 1)
  • New attachment model for Horned Skull.
  • New Mana Potion. (Artesia)
  • New Healing Banner at the starting location.



(Not logged in? Use this link to download the map!)
(Version without music [20MB smaller]: Link)
(Version without music in pastebin [20MB smaller]: Link



attachment.php



Date: 12/05/2012

The first person to be able to fix Daedrius' Demon Spell "Sinister Blast" will get an exclusive item and rep.

New:

  • Second Class "Rogue Daedrius" introduced!
  • Item Starter Set for Daedrius added!
  • Scenario 3 opened! 4 Mini-Bosses available. (Warning: Do not deny the wisps' help, that section has not been created yet)
  • New Death Effects.
Balancing/Other:
  • Fixed the dummy icons showing up as idle workers.
  • Fixed spell leveling at level 10
  • Removed intro cinematic. (It caused a non fixable bug)



(Not logged in? Use this link to download the map!)
(Version without music [20MB smaller]: Link)



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Date: 20/02/2012

New:

  • Item Starter Set for Arutha added!
Balancing/Other:
  • Fixed one of Dark Master's spells not working properly and rendering him invulnerable
  • Fixed a bug giving the player control over Arutha even though he had refused to control him
  • Spell Holy Aura now grants everyone 10 Armor Points (previously 25)
  • Fixed a critical bug: Spells now properly level up at level 3/6/10
  • Barrier Ward's HP reduced to 6500 (previously 9000)
  • Artesia's Arcane Spells now deal 250/350/500 damage (previously 150/250/350)
  • AI Arutha now uses Holy Bolt more frequently
  • Arutha's starting intelligence upped to 20 (previously 15)
  • Scenario 1: Enemy unit count limit raised to 15+(Level of Hero) (previously 10)
  • Spell Fiery Field's Damage raised to 500/600/700 (previously 400/500/600)



(Not logged in? Use this link to download the map!)
(Version without music [20MB smaller]: Link)



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Date: 20/02/2012

New:

  • Scenario 2 Introduced! Defeat the rest of the Guardians and Wards in order to open the Gate!
  • AI Player Arutha Implemented! Bearing holy powers, he can both support his ally and bolt down the enemy forces!
  • Option Implemented: At one point you will be able to control Arutha [AI] temporarily!
Balancing/Other:
  • Item Health Potion stacking limit lifted to 50 (previously 25)
  • Item Shield Generator now grants you 10 Armor points (previously granted spell Mana Shield)
  • Spell Arcane Bolts' tooltip updated to indicate a 60% chance (previously 20%)
  • Spell Sorceress: Fire now returns damage to the attacker (previously increased attack damage)
  • Enemy Unit Dark Wizard has a new model (previous model was bugged)
  • A ping has been added, directing the player to the area with the wards in the first scenario
  • Changed the color of negative stats given by items to red (previously yellow)
  • Fixed Artesia's continuous attack damage bonus
  • Player's HP is no longer restored when low (previously for testing purposes)
  • Implemented an enemy unit count limit to the first Scenario (previously masses of waves)
  • Removed the AI introduction cinematic
  • Dark Warlord's Base HP reduced to 8000 (previously 15000)
  • Barrier Ward's HP reduced to 9000 (previously 15000)



(Not logged in? Use this link to download the map!)
(Version without music [20MB smaller]: Link)

*This may contain quite a lot of bugs, so please report as many as you can. Frequent minor updates will be published!



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Date: 14/02/2012

New:

  • Exclusive Item Moon Necklace given out
  • Exclusive Item Shield Generator given out
Balancing:
  • Dark Magician's Base Health lowered to 4500 (previously 7000)
  • Dark Magician's Base Damage reduced to 75 (previously 100)
  • Dark Burrower's Base Health lowered to 5500 (previously 8500)
  • Dark Burrower's Base Damage reduced to 100 (previously 150)
  • Dark Burrower's Attack Speed reduced to 2.5s (previously 1.9s)



(Not logged in? Use this link to download the map!)
(Version without music [20MB smaller]: Link)

*This is going to be the last minor update, the next one 2.0, will contain the AI partially and the second scenario!


178091-albums2336-picture55753.png



Date: 13/02/2012

New:

  • 2 Camera Options Added [Free & Locked]
  • Tips Option Added [On & Off - Tips not implemented yet]
  • Missile Bolts (Arcane) now has a 60% chance of being triggered (previously 20%)
  • Item Fire Wand now deals 800 damage (previously 150)
  • Item Fire Wand is now an exclusive alpha tester item (the code for it has been sent to one of the testers via private message, more codes coming soon!)



(Not logged in? Use this link to download the map!)

*Note that an exclusive special item/spell will not be given to a second user!
*Actual Arcane Mastery balance changes will be coming with a major update along with the second scenario!


Keywords:
rpg, single player, fun, fast, paced
Contents

Beyond Darkness [1.5] (Map)

Reviews
Date: 14:28:28 31-May-12 Map Moderator: -Kobas- Map Status: Approved 5/5 Contact map moderator: Visitor Message / Private Message! Useful Links: If you have any complaints or questions about your map, please make a thread here:Map Resource...

Moderator

M

Moderator

Date: 14:28:28 31-May-12
Map Moderator: -Kobas-
Map Status: Approved 5/5
Contact map moderator: Visitor Message / Private Message!
Useful Links:
If you have any complaints or questions about your map, please make a thread here:Map Resource Moderation.

Comment: Awesome for all you who love fast battles and constant action.
 
Just want to take place for first comment. Will use edit, later to comment your map xD
EDIT: Why u have spend so much space on music, could u make bitrate smaller.

Look in the description, there's a download button for a smaller version without music.

@sonofjay, thanks :)

1.1 is out now!
Power Rage cooldown reduced to 15s (previously 30s)
Dark Transformation cooldown increased to 12s (previously 6s)
Fixed Dark Transformation insta-killing mini-bosses
Fixed the no-cooldown on spells bug when changing your mastery/stance
 
Last edited:
Level 5
Joined
Sep 7, 2010
Messages
145
the terrain and the spells are awesome but the gamestyle is nothing for me. having 50 potions from beginning, destroying senseless 5 wards, spawning masses of creeps and if the potions are used game is over? or did i understand something wrong?
 
Hello again me, I have just player v1.0 mith mage. Gameplay cool, I like spell, and arcane and fire. But I have some suggestions.
When u pick hero remove hero(or hide) what is not picked. When I killed first boss, and used New items, in that region was nightelf building on water(for ships forgot name xD) I was able to attack it and destroy it.
Spells: usualy when I am in combat casting bar for first arcane spell is shown for about 5-10 seconds. Spell Final hit is OP make it /3 current mana. Mana is regenerating to fast, make it slower, becose my mana never goes under 2.500.
With Final hit I can kill boss in few castings, and I cannot target buildings but I can damage them. Also I had one strange bug: when I was changing talent(in some part of game), once happened to with all arcane spells I have and two fire (Q and w).
Those are only my suggestions and small bug report, map is cool 5/5 and rep
 
Thanks =)
No I can't remove the non-picked champions, because depending on your decisions later on, they may become your AI companions and the systems and spells are completely based on the placed heroes, not hero types.
As for the new items bug, I'll take a look
I'll fix the casting bar and yeah I do need to nerf Final Hit.
Mana regeneration will be nerfed too and I'll also fix Final Hit.
And yeah I think I know where the problem with the talent changing lies.

Thanks again!
 
Oh pff lol, I'll upload the right version soon.
New version! 1.2:
Minor bug fixes
Final Hit nerfed drastically
Artesia's starting maximum mana reduced to 1000 (previously 2500)
Sorceress: Arcane now restores 15 Mana Points (previously 250)
Health Potions now only have 15 charges (previously 50)
Health Potions now have a 3s cooldown

Over 1000 hits and 250 downloads, thanks guys :)
 
Last edited:
Level 19
Joined
Feb 25, 2009
Messages
2,004
Attachment sums it pretty much, I got stuck after taking second boss.
Also I'm unable to play v1.2 for some reason.. It doesn't appear as playable in Warcraft and when I choose it in the map-list, the players below don't show up.

PS: Screenshot is from v1.1, I'm not sure if this is fixed in 1.2
 

Attachments

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Level 21
Joined
Aug 13, 2011
Messages
739
Epicness on a stick.

I felt like picking a random single player map to try out this morning, and I'm glad I went with this one. The music and skills are awesome. The terrain is good, but the trees and slopes sometimes get in the way of my view (which led me to hitting Delete to switch to the default Warcraft camera). I love the optional playable AI hero idea, and especially the AI for Daedrius and Artesia after switching control to the support hero. Your choice of models and icons make the map feel even more epic.

  • Better explanation of stances (quest log or at least game messages)
  • Since there aren't any actual cinematics, some lore about why the hero is there and what their goal is would be nice
  • Daedrius' vortex charges and stance cooldowns should be shown in a multiboard, timer or resource display
  • Daedrius' Shadow Strike feels too overpowered for bosses -- bosses could use resistances to cut the values down by percentages
  • Lower mana costs for the AI support hero skills
  • Artesia's Dance of Death makes her arcane mastery feel massively overpowered compared to her fire mastery -- lower healing rate?
All-in-all, this was a fun and fast-paced mini RPG with great features and replayability :psmile:
 
Level 3
Joined
Apr 23, 2013
Messages
74
So great models and spells but so bad camera vision (in any mode - free,not free..) - impossible to normal game! but cool and interesting
 
Level 4
Joined
Sep 13, 2011
Messages
43
Fu**in' action!
I couldn't wish for more fun when playing a fast action based map in w3.
• Spells are awesome, eye candy and stuff...
• Replayability? Yes, that's true! I played the map at least three times in a row.
• Terrain - beautiful...
Awesome map,
5/5
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,692
-enemy units stop appearing after a while when battling the last ward before the big one (namely, the one in the south from the two near the big ward)
-the barrier ward (in the west) is defenseless against the ranged hero as it has 500 range and no units to protect it anymore; it takes about 2 minutes to wait for the ward to die...
-Dance of Death just stuns the unit near the heroin while she regenerates; 1v1 battles are quite easy
-the hero reaches maximum level in the first part of the game (the part with the wards in the west)
-you get an ally that is stronger than you and makes things even easier until the Dark Elemetal part that is
-there's no need to spam with "AI is close to dying"
-the end boss said: Finish them! Who's them? It was only my hero
-and where's Daveth? He's talking somehow
-the Dark Elemental and his minions is more powerful than the last boss and his weaklings

3/5. Mostly aesthetics.
 
Level 3
Joined
Apr 2, 2015
Messages
36
This WOULD be a lot of fun if it weren't suffering from some serious bugs and mistakes. I'm playing on version 1.5.

  • Demon Stance Daedrius is completely bugged out. His skills don't level with him which leaves him way too weak.
  • The first ward scenario was inconsistent with the amount of creeps it spawned. Playing Demon Daedrius had the creeps stop spawning after a little while, while playing Normal Daedrius had the creeps spawning the entire time.
  • The description in Quests says that heroes get their ultimate at level 6. I don't know about Demon Daedrius, since the game didn't let him get to that point, but Normal Daedrius got his ultimate at level 10.
  • The above three issues means that Demon Daedrius can't progress past the first scenario. He doesn't get enough creeps to get to level 10 so he has no ultimate. Coupled with the fact that his skills stay level 1, he couldn't outdamage the last boss' healing.
  • The Water Elemental (during the triple elemental boss fight) keeps casting an AoE damage spell while dead. Kind of annoying.
  • The final boss of the game (or what I assume is the final boss), during his second phase, keeps summoning meteors which lag the game. The more meteors he summons, the more the game lags until eventually the game is basically frozen. It's like you programmed the meteors to appear but then never made them go away properly on impact, so they kept stacking up.
That final bug meant that I haven't finished the game yet. Gonna try again and hope that doesn't repeat, otherwise it means the game is impossible to finish.

Also, something that I wouldn't say is a bug but would be good to change: the Dark Elemental fight never stops spawning skeletons. Playing as Normal Daedrius, if you don't make a beeline for the elemental when he appears, you'll be blocked off from him due to all the skeletons that Daedrius cannot kill fast enough. The fight then turns into a stalemate. I actually was already blocked off from him when he appeared, but luckily my ultimate transported me to an open path to him.
Obviously the suggestion from me would be to cap off the skeletons to a more manageable amount, or at least make it so that they can't block you off from the boss.
 
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