Damage Team Survival vXI

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Map Description:

Current Version: Version XI

Basics:
The general premise of the game is simple, defend yourself from waves of enemies that attack your hero in each themed round. Each round is progressively more difficult than the previous. Each round consists of 5 waves of standard enemies and then a boss wave. Defeating the boss will get you some loot and also proceed you to the next round! Before starting the next round however, you are given the chance to spend your earned gold (from killing enemies) on items to better empower your character. The game has a total of 7 rounds, each with a different theme. There is also a special bonus encounter for teams that manage to earn a high score.
If you die, you will be respawned when your team mates complete the current wave However, if you all die, you will wipe; causing you to be sent back to the start of the current round, and your team score multiplier to be reduced (see below).

The game is fully compatible with 1-12 players.
The game is much harder with 12 players than it is with 1.
The recommended difficulty and player count is 6.

Scoring:
Throughout the game, players will earn gold as they kill their enemies. This gold can be spent to buy items to make your characters more powerful, or you can save your gold in an attempt to make your score higher. Any gold saved at the end of the game will award extra points. If you score high enough, you unlock a special boss encounter. To boost your score, you can also complete achievements. See below.

Achievements:
Achievements are special actions that must be carried out by your team in order to gain a multiplier bonus. Most of the achievements simply promote good play, such as completing a round without any one dying. Others require more complicated actions such as making an enemy kill one of his own minions using an AoE spell. A full list of achievements can be found in the Optional Tab of the Quest Log.

Heroes:
Each hero is unique and delivers a very different play style. It is recommended that your team chooses a good mix of all the 3 types: Agility, Intelligence and Strength.
- Strength heroes have very high health, and much of their itemisation includes armour and extra health. These heroes often have abilities that either lower their damage intake or give some kind of self healing. Strength heroes however are generally very bad at killing key enemy units, such as summoners or healers, due to them often being entangled in the frontline. They often as such require the help of Agility heroes to kill the more dangerous enemies, or intelligence heroes to keep their health topped up and keep them in battle.
- Agility heroes are high damage classes that are generally quite frail. Don't be the target of main assault when playing these characters - keep back or keep moving to best take advantage of your damage potential.
- Intelligence heroes are the spell casters of the game, and have a variety of damage, healing and support roles. Intelligence heroes however are physically weak, and have the lowest health of all heroes (except the Warlock), so keep your distance from your enemies as you bring down destruction on your enemies or augment your allies!


(NEW TO VERSION XI) When playing in Single Player, a unique uber-hero is available for play.
This special "Blade Blazer" mode gives a unique single player experience that is significantly more challenging than the usual game - relying on your personal skill and tactics far more greatly than the usual single player mode. Additionally, some unique waves, enemies and items are only obtainable in this special single player mode.


(Click the images for a larger size)

Here, the Dread Lord tanks a huge undead army by utilising his Life Drain ability. Meanwhile, an assassin moves through the units to pick out the Necromancers summoning additional enemies.


In the below image, the Disciple of the Forest, Tinker and Dread Lord rejoice in their victory over the fiendishly difficult Yogg'Thun bonus boss encounter.


The Frost Lord damages the Orc enemies by using his Howling Blast while his Glacial Guardian takes the hits for the fragile master of ice.


In this tiny video, Yogg'thun meets his end, handed to him by the Ranger and Stoneshaper.
http://www.wegame.com/watch/damage-team-survival-yoggthuns-defeat/

Singleplayer Replays
http://www.hiveworkshop.com/forums/maps-564/damage-team-survival-v1-9-a-149616/index5.html#post1490056 (Dreadlord, Assassin) (Version 1.9 Compatible Only)
http://www.hiveworkshop.com/forums/maps-564/damage-team-survival-v1-9-a-149616/index6.html#post1490712 (Warlock) (Version 1.9 Compatible Only)

Previews
Argetlahm the Blade Blazer
http://www.wegame.com/watch/damage-team-survival-v-x/

Submit your own media to be included in this post!



Credits:
Map Creation:
Damage (aka Lord Damage)

Prime Testers:
- Floris2
- Jimi003
- Dunoir (aka NaOH)
- Arxos
- KingZeus
- Thisisdelicious

- Models/Textures/Icons/Systems:
* JetFangInferno
* Evading Self
* LiOneSS
* Anachron
* WILLTHEALMIGHTY
* Huinipachutli
* Dickxunder
* Crazy Russian
* Kelthuzad
* Mc!
* shamanyouranus
As of Version 1.70:
* X.e.r.e.X
* Paladon
As of Version 1.8:
* Chikenpok29
* bigapple90
* GooS

Additional Help / Feedback
- Luffy
- KingZeus
- Zack1996


V1.62
- Yogg'Thun is fixed and fully works now, his tentacles will no longer cease spawning until they properly should.

V1.7
Naga Deeplord:
- Flowing Strikes now increases the damage of cleave by 3% per rank of Flowing Strikes, while active.
- Cleave now knocks enemies away a short distance.
- Tidal Shield totally redesigned. Now creates a buff on any allied unit, healing it for 1% of the casters health each second. If cast on self, the healing effect is 3% per second. Additionally, enemy melee attackers have a 10% chance to be knocked away, suffer damage based on the Deep Lord's Strength, and be slowed by frost for 8 seconds. Also has a new custom icon.
- Sinkhole now lasts 10 seconds, down from 15 seconds.


Lightning Harbinger:
- Static Charge is now a fixed 30% for all ranks, but the damage has been slightly reduced.
- Ball Lightning Barrage is now easier to target: The balls move faster, and explode earlier, giving a slightly more predictable area of effect. The lightning balls also have a new model file.

General:
- All knock abilities now have a much more robust system to handle the physics. Units will now slide away rather than instantly teleport to the target spot. As such, units will no longer get stuck in trees or on cliffs. Thanks to Paladon's GUI Knockback System.
- Various new people added to the Credits list for new icons, models and systems.
- Many more memory leaks removed.
- King Damage's Orbs of Destruction have a new model file.

V1.71
Lightning Harbinger:
- This hero now has a unique skin, and uses a different model file. Also his attack is now a lightning shock, rather than a ball of lightning.
- Attack range increased to 550 range, up from 450.
- Attack cooldown decreased to 1.3 from 1.4.

Flamewaker:
- Pyroclasm will no longer create a fire at the position of the spell, but will still create 3 random fires a short distance away. This is to reduce the effectiveness of this ability on boss targets, and encourage more use of Fireblast for single target damage.

General:
- New minimalist minimap preview image (Thanks to Thisisdelicious).
- More memory leaks removed.

Bug Fixes:
- Yogg'thun will no longer occasionally spawn Crusher Tentacles way out of the field of battle.
- The Firelord's Living Bomb explosions now correctly cause Pyroclasm fires.
- Reduced some of the lag caused by excessive amounts of knockbacks.

V1.72
Ranger:
- The Ranger will now correctly auto-cast Piercing Arrow regardless of target distance, and will reacquire the target after casting.
- Fixed Paralytic Poison, as it randomly broke in the last update, even though I didn't do anything to it o_O

General:
- All Ultimate abilities now have a much more set in stone method of preventing multiple casts. An ultimate will "grey out" if it cannot be used, and an information message is given to the player when they cast an ultimate to warn them that can no longer cast it this round (unless you wipe).
- Credits to Primary Testers and resource creators are now all very visible at the start of the game.


V1.73
- Fixed Lightning Harbinger Ultimate not being disabled when cast.


V1.74
Bug Fixes:
- Ultimates will be removed from use after casting, and reapplied after the round. This should avoid any bugs caused by the tech-tree style system.
- Transition from Round 7 to the Bonus Boss should now be fixed.
- Ranger should no longer have weird stops when told to cast spells.

Bonus Round Boss Encounter Changes:
- Cripple now reduces movement by 30%, down from 75%.
- Yogg'Thun has got a lot smaller, as have his tentacles. It is also no longer possible to walk through his model file and get lost inside him.
- Killing any tentacles or Guardians during the encounter will give a 100% chance to drop Rune Fragments which can be picked up to provide your hero with stat boosts and extra maximum health.
- Guardians now have about 1/3rd of their original health and Life Drain is now half as powerful (500/sec down from 1000/sec).
- Crusher Tentacles hit for ~11,000 damage, down from ~16,000 damage.

3:00AM Hotfix:
- Fixed the game bug at the end of round 6

V1.8
Version 1.8 brings with it a complete rework for the Lich, as well as some minor balance changes and other bug fixes.

Lich
- This hero is now replaced with the Frost Lord hero. The Frost Lord is mostly about control and slowing. He has a powerful pet unit called the Glacial Guardian which does roughly the same damage as the Warlock's Felguards. The Frost Lord's ultimate is the only one that can effectively disable a boss.

Crusader
- Damage of Hammer of the Wise increased dramatically.

Stoneshaper
- Maul now deals triple damage when hitting stunned targets, up from a bonus 50%.
- Heart of Stone now only grants 0.5% health regenerated, down from 2%.

Flamewaker
- Fireblast now deals double damage when hitting ignited targets, up from a bonus of 70%.

Assassin:
- Backstab renamed "Attack of Opportunity", and will allow the Assassin to 'backstab' a target from behind, or if the target is stunned. It will still fail if neither of these conditions are met.

Ranger:
- Fixed strange order behaviour.

The Council Boss Encounter Changes:
- Terrorblade the Quickstriker will no longer teleport completely out of the battle for extended periods of time.


Bonus Boss Encounter Changes:
- Some abilities will no longer say "Must target a ground unit" when attempting to target Yogg'thun.
- Tentacles spawn every 9 seconds, down from 10. The first spawn is now always a Constrictor tentacle.
- Faceless Guardians no longer sacrifice their life to Yogg'thun, but now spawn at 100% health, and spawn every 12 seconds, down from 15 seconds. They will still use Life Drain and Crush Armour however.
- Killing a Guardian will now cause Yogg'thun to lose 5% of his total health. You can of course still kill Yogg'thun directly, but this offers another avenue of success for the fight.

General:
- Many more people added to Credits list for custom icons, effects and models now in use with the new Frostlord Hero.
- Added a tip to tell players about Boss immunities to stun, silence and knock-back abilities.


V1.81
Fixes:
- Fixed various custom spell effects that disappeared.
- Brutallus will not longer turn to the West to cast his Flamestrike far into the distance.
- Gold Tooltip fixed.
- "Intelligence" on the hero's stat sheet is now consistently coloured.


Hero Changes
- Assassin: Flash Freeze, and Life Drain also count as stuns for consideration of Attack of Opportunity. Yogg'Thun can be backstabbed from any angle (he has many backs...).
- Assassin: Blade Rain has been totally redesigned. When activated, this ability grants 100*Rank bonus to agility for 15 seconds, and removes the cooldown on all other abilities while active.
- Lightning Harbinger: Thunderfury has been totally redesigned. When cast, a lightning ball is summoned that strikes 3 random nearby targets with chain lightning spells at time intervals that reduces based on the Harbinger's agility. Lasts 15 seconds.

Bug Fixes/Other Changes
- Fragments in the Yogg'Thun encounter correctly give 300 max health and +5 all stats.
- Attack of Opportunity has had its backstab detection vastly improved, and should no longer fail at totally erroneous times. It also allows you to be within approximately 80 degrees of the target's back for a successful backstab, up from a buggy 45 degrees.
- Flask of Endless Rage will now correctly show its cooldown.
- The spell effect graphics of the Crusader's Judgement of the Crusader and Divine Fortitude abilities are now much more noticeable.

Game Play Changes
- King Damage has gained approximately 500 attack damage, and the armour reduction of his Drastic Purgatory has been greatly increased.
- Crusher Tentacles and Faceless Guardians now hit for a greatly reduced amount of damage, however their attack speed has been increased. This should reduce the unfairness of having one of them spawn directly next to one of the less fortified Heroes.
- Yogg'thun now only loses 3% of his health when a Faceless Guardian is slain. In addition, the base health of Faceless Guardians is increased by 10,000.
- Brutallus has been completely redesigned. His attacks are now survivable - hitting for slightly less than an Abyssal - but at a greater attack speed. He moves at a normal movement speed. He no longer has his Flame Strike spell, but has learned how to use Hyper Cleave and Super Slam. He can still Enrage, giving him a 1000% bonus to attack speed, and stopping him from using Hyper Cleave. His base health has also massively increased, to compensate for the melee damage he will be suffering from now.
- Due to Brutallus' new abilities, the Failstrike achievement has been replaced with a new achievement called "Cleave Dodger".
- Master Survivor achievement has been removed from the game.



Version X:
- Added a new single player exclusive hero - Argetlahm the Blade Blazer.
- Fixed miscellaneous typing errors in some tooltips.
- Removed some other sources of memory leakages.

Version XI:
Blade Blazer Mode Specific Changes/Fixes
- Argetlahm's Weapon (Blazing Blade) is now not droppable or sellable, but on defeating the Council it is upgraded to a weapon of unbridled power that is utterly incomparable with any other item in the game.
- Argetlahm's abilities now have a bunch of new custom icons.
- Fixed some other little typos and annoyances and removed some more memory leaks and redundant bits of code.
- Eredar Sorcerors cannot cast Mana Burn, but have learned Contort - an instant damage spell that also cripples movement and attack rate for a very short time. Mana Fiends replaced with Voidwalkers in Round 6. Wave composition and numbers are totally different.
- The Maximum enemy unit cap is now set at 12 for Round 1, 24 for Round 2, 30 for Round 3, 45 for Round 4, 30 for Round 5 and 15 for Round 16 to better suit the game style and pacing of Blade Blazer mode.
- Round 3's Boss can now only summon 8 Saplings at a time, down from 12, and the cap has been reduced to 20, down from 24.
- Round 4's Boss can now only summon 8 skeletons at a time, down from 12.
- Fixed Blade Blazer's Gauntlets not being usable.
- Fixed the game breaking occasionally in the Undead waves. Replaced Zombies with Abominations. Wave compositions and numbers are totally different.
- King Damage can no longer cast Mana Incineration, and killing an Orb of Destruction will heal Argetlahm for 500 health.

Multiplayer Specific Changes:
- The creatures in each round now have a very small chance to drop items of a quality higher than their usual loot. (e.g. Night Elves might sometimes drop a blue item)

General Changes/Fixes:
- Dethr0wned achievement has been removed.
- Hellfire Doomguard's Diabolist Fire ability has been increased in damage at lower levels, but less at higher levels. At around Difficulty/Player No. 6, the damage is approximately the same as before.
- As a consequence of the Blade Blazer Mode's Eredar Sorceror changes, the "@#$%ing Mana Burn" achievement is now called "@#$%ing Sorcerors" but functions exactly as before by awarding the player for killing one before it can cast.
- King Damage's Mana Incineration now has a much longer cooldown.
- Fixed not getting teleported from the Round 5 Shop area when moving to the very edge of the island.


Keywords:
Hero Survival, Team, Hero, Survival
Contents

Damage Team Survival vXI (Map)

Reviews
18:22, 16th Nov 2009 ap0calypse: Approved
Level 12
Joined
Dec 28, 2008
Messages
1,143
+: An unique and funny hero survival map. There are not so many heroes that is confusing to choose one among them, and items are nice too. There's not an ultimate lose condition and every player can have fun without getting depressed because of getting owned, because everyone on team are allies and you have to work as a team. Achievements are a real nice addition.

-: Add a little more stock to every item at the shops end of rounds. But very little. Like 1 or 2 more charges. All of them were 3, weren't they? And you should add one or two sections about the credits and contains of the map at main quest section. But don't overdo it. It should be a bore to read a long line of sections. (I am not saying anything bad about achievements section with this, they are good, and a must :D )


I am rating a 5/5 .. Good, short and unique map.
 
Level 18
Joined
Feb 28, 2009
Messages
1,971
Hmm, it`s pretty nice map. I enjoyed it. I played solo as assasin, and discovered that backstab is useless. I like how you made it. It`s a nice map. so far I`ll give it 3/5 an I`ll maybe change it if I`ll play it with friends ;D
 
Level 14
Joined
Aug 31, 2009
Messages
762
Backstab isn't exactly the best of abilities for playing solo, as the enemies will turn around too quick generally (unless you vanish perhaps).

And the game is a lot better when played with more people, so perhaps that'll further inform your vote ;)
 
Level 18
Joined
Feb 28, 2009
Messages
1,971
Yeah, I know why backstab is useless solo. And vanish isn`t enaugh, cause when you use backstab in vanish it breaks invisibility, and the target has enaugh time to turn, so the backstab fails. But I think failed backstabs should regain used mana.
 
Level 7
Joined
Jun 1, 2009
Messages
305
Very fun game. I played it 3 times in a row after i downloaded it! BUT the level 4 boss (the dead knight guy) is REALLY hard he summoned the black knights to fast for us to killl which ment we couldnt kill him fast enough becuase he was constantly healing. after about 4-5 minutes of fighting him he was STILL at full hp......
 
Level 18
Joined
Feb 28, 2009
Messages
1,971
Nah, the 4th boss is easy. You`ve got to kill the skeletals, before they heal boss. When skeleton is dead you attack boss until he summons another one. Then you kill skeletal, and so on. I did all levels with paladin. He is very easy to play. But I think you really should balance bonus bot ;p He took me at 3 hits when I`ve had a lot of HP.
 
Level 14
Joined
Aug 31, 2009
Messages
762
What heroes were you using? I can only imagine that boss would be really hard if you had a very poor-AoE setup. The heroes with bad (unsustainable) AoE are: Warlock, Crusader, Assassin, Naga Deep Lord.

So if you ran with all of them, then understandably he'd be pretty hard unless you focused all your points on their limited AoE skills :wink:

@kirsserz: From what it sounds like, he was playing multiplayer (he said "to fast for us"), in which he summons a number of skeletons equal to the number of players, so it is quite a bit harder.
 
Level 7
Joined
Jun 1, 2009
Messages
305
wow you guys are amazing i didnt even think of that lol!!! we were trying to take him down b4 he could summon morelol he ended up having ALOT of skellys. that sounds like a much better idea haha!
 
Level 14
Joined
Aug 31, 2009
Messages
762
He's near enough impossible if you don't kill his skeletons, afterall, they only need to spend a medium chunk of their health and the boss gets 500 back. Multiply that by how many skeletons there are and he's easily getting thousands of health back all the time. His spawn rate of the skeletons is very fast also, so you really do have to keep on top of them to stop them sacrificing themselves.
 
Level 1
Joined
Jul 14, 2008
Messages
539
first: this map is one of the best hero def/survival maps ive ever played (and this means alot. seriously =O)
i love your custom skills n stuff with all that combo possibilities etc.

second: yes some of the bosses can be insanely hard if u have a bad teamplay...i remember once against a boss...i was assasin and a team mate was the naga...ive become invis, running behind the boss, trying to use stab, in the same moment the naga used his knockback aoe,the boss actually was behind me with his frontside facing to me,my hero used stab and missed.
i was like ">________________________>*" because that ******** did it all the time without even noticing what hes doing
 
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Level 5
Joined
Jul 31, 2005
Messages
105
Probably one of the best hero defense maps I have played I give it a 4/5. As for the comments about bosses I found all of them quite easy, but that might be because the similarities between them and WoW bosses.
 
Level 14
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Aug 31, 2009
Messages
762
I just played this with one of the named Prime Testers (Floris2) and we were doing really well with a Strength-itemised Warlock with Felguards and me playing as a Ranger.

We got the Last boss and well... Floris got Feared and a Crusher Spawned nearby him and smashed him to pieces, then I managed to fight on for a while until eventually I got Constricted for about 12 seconds flat and then feared, causing me to lag behind with keeping up with tentacles.

"You... are weak", Yogg'thun whispered as I was chain constricted, mana drained, poisoned and feared to death.

I think I just about got the idea of this boss right.
 
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Level 14
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Aug 31, 2009
Messages
762
Lightning Harbinger is by a very long way the strongest AoE hero, second is probably the Flamewaker / Tinker (if they're both used, the Tinker is MUCH stronger thanks to Gas Explosions triggered by the Flamewaker). Then it's more or less a tie between Ranger and Disciple of the Forest.
 
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Level 1
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Jul 14, 2008
Messages
539
the stone shaper is imo a waaaaay better tank due to his passive (stuns melee attackers+ chance to get healed)
also, i think the naga sucks slightly =/ his normal aoe doesnt doe much dmg and is (imo) very bad for teamplay(always pread the creeps so aoes are less effective -.-)
only his ultimate is quite useful, especially against the keeper of the grove and arthas
 
Level 14
Joined
Aug 31, 2009
Messages
762
I've updated the version everyone, read the Change Lists for the specific changes.

Addressing some issues above, the Naga's Sinkhole has been nerfed, but he has some new more interesting abilities to keep him fresh.

EDIT: 100th post. Yay.

EDIT2: Imo, The Stoneshaper is the best tank, when he has support. Dread Lord is the best tank when alone. Crusader is a semi-tank and full-healer.

EDIT3: I will be actively hosting this map on Northrend(Europe) servers on most nights, feel free to add Lord_Damage to your friends list to join in with the games.
 
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Level 4
Joined
May 25, 2009
Messages
97
Nice map but on single player u have to add an AI if u want to start the game (only on LAN and bnet ).
Does tinker's 3rd spell stack? If i spawn many of them will i get an increased regen?
Ranger's piercing attack only activates on per wave then u have to cast it manually
Also add a visible cooldown to all items
 
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Level 14
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Aug 31, 2009
Messages
762
@Falke13:
1) Yes, you must add an AI, but it makes no difference on the game itself.
2) It specifically states in the spell description that "Multiple dispensers do not stack their effects".
3) Wrong, but nearly correct. The ability will only auto-cast if the target is at least 250 distance away. This is because I combined it with the Passive ability mana regeneration ability. This has been fixed though, and she will now cast it on anything, in addition to reselecting the original target after using it.
4) The cooldown on items is a bug in the ability coding for the items, I haven't yet found a solution, but I'm searching for one, so bare with me on that.


Also, I've updated the version again, it's a minor update, but addresses some bugs that appeared in the last update. Check the main post for details.
 
Level 14
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Aug 31, 2009
Messages
762
Added another minor update guys, this time I've fixed the Cooldowns of Ultimates sometimes finishing and allowing a second cast, and I've also rectified an annoyance with Piercing Arrow, as suggested by Falke13.

Have fun all.
 
Level 7
Joined
Jun 1, 2009
Messages
305
So i dont know if this is a glitch or not but the lightning guy can cast his ulti about every 5 seconds i thought that ultis were suposed to be once a lvl
Now if it was on purpose it still pops up a message sayin hey you used it already cant use it agian this lvl. which is really annoying when you spam it lol!
 
Level 14
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Aug 31, 2009
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762
lols, looks like I made a bug there then :p

I'll get that fixed ASAP.

Oh this is very odd. None of the other ultimates have this bug.

EDIT: I've applied a temporary fix by enabling/disabling the ability for now until I can work out why it is ignoring the unit tech requirement.
 
Level 4
Joined
May 25, 2009
Messages
97
Ranger sometimes can't attack when her first ability is on cd and some other times she just don't cast spells.
We managed to defeat the game but on the bonus stage we were summoned outside the map and we aren't visible at all.
At the end when game was over the credits were putted wrong on the screen so we were able to see only half of them.

For some strange reasons i wasn't able to upload the pictures

Can u tell me a site to upload them and the add the link?

Also you say at the description current veersion 1.73 and the title says 1.72
 
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Level 14
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Aug 31, 2009
Messages
762
Uhuh, looks like quite a few things have gone dodgy in this last update, and most of them are things I haven't actually changed.
Please bear with me while I get some of these fixed, as the map is getting to the size now where it's so large that it becomes extremely fragile, and with the slightest change, other random stuff gets affected dominoe style.

EDIT: Searched through some triggers and managed to find the source of the Forgotten God round start problem. I've also changed the ultimate abilities to completely disable the abilities after use, as the method I employed last was acting really weird and only working for some abilities and not others. I'll upload this... hopefully.. new version now.

I also added some small changes into this bug fix, regarding the Bonus Boss.
 
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Level 13
Joined
Oct 31, 2009
Messages
1,481
Description sounds good. I'll probs play it soon, expect a horrid review by me.

EDIT: 'Tis good. I loved the achievement system, and found myself trying my best to get them. Items are a bit lacking in number. Imo, it's a bit too short and way too easy, but I guess that's because I played singleplayer. I liked bonus boss' name.

Overall, 4/5.
 
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Level 14
Joined
Aug 31, 2009
Messages
762
infernofreez said:
Lols, So many constant updates can't keep up adding them to a bot for me and a clan to play D<
The version I have now should be pretty much stable and working. The constant updates was because I discover a bug, and then go to fix it, and inadvertently break something else. But, as I say, this version appears pretty stable, and you should add that one to your bot.

I'm lazy at the moment, so here goes:

It's a pretty nice map with a great variety of spells, items, and heroes. :D

Rating: 4/5

(Would of) Voted for Approval
Thanks for the short but sweet review :wink:

EDIT: And same goes for you TwistedImage, thanks. Please do give it a try with around 4/5 players, and you'll notice the difference in difficulty.
 
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Level 13
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Oct 31, 2009
Messages
1,481
I sure will! That's what I tried originally but it was too early in Europe and too late in America. :<

I'll edit this post once I played multiplayer.

EDIT: Well I played 2 player, and the pit lord-ish boss went berserk and instagibbed us both within a 3 second frame. D:
 
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Level 9
Joined
Aug 21, 2008
Messages
533
Cool map:

:thumbs_up:Much Custom herps
:thumbs_up:Much nice custom spells
:thumbs_up:Nice skins/models
:thumbs_up:Not to easy and not to hard
:thumbs_up:single player is able
:thumbs_up:Great ideas for enemy abiltis
:thumbs_up:Achivements
:thumbs_up:Much nicely done and well descripted items

:con:Tomes(making game to easy)
:con:Balancing is ok but not perfect
:con:human waves are toooo easy

:thumbs_down:Wy are all cool maps to short?

i would give you 5/5 but the shortnees of the map makes me such angry so that i have to rate 4/5
 
Level 14
Joined
Aug 31, 2009
Messages
762
Try playing with 4 to 5 people, the game is then easily 3 times longer than single player.

With 12 players for example, the first wave of the Undead Round has more than 100 Skeletons! They'll also have 8 times the health of the single player version, so the wave is extended in length dramatically, particularly since the maximum number of enemies at a time (ignoring summons) is 30.

The Human Round is designed to be very very simple, such that new players can get time to read their skills, understand their hero and get an idea of the game format, without having to worry about killing Necromancers, or targetting healers etc. which do happen later on of course.

However, if the only down side of my map is that "I WANT MOAR", I think I did kinda well :grin:
 
Level 14
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Aug 31, 2009
Messages
762
I'll begin work on him immediately when I get back to my computer (not at my usual place of stay at the moment) - though I do still need ideas for that 3rd Skill. As mentioned, it needs to be a short cooldown ability, as to give the Frost Lord enough buttons to press.
 
Level 14
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Aug 31, 2009
Messages
762
Right, version 1.8 is now out, adding the new Frostlord hero for the replacement of the now retired Lich hero.

Hope you all enjoy this new version, and please report any bugs: Some may have sneaked in unawares to me during this update.

Added a screenshots section too. If anyone would like to take their own screenshots and upload them to Imageshack.us and provide the link, I'll happily add it to the main post.
 
Last edited:
Level 4
Joined
May 24, 2009
Messages
55
Great gameplay concept, beautiful terrain, amazing amount of nice items.
I just love the round area changing, it gives a fresh feeling at the start of every round,
with the creeps matching the environment, sure is a joy battling off those hordes of
enemies.
The whole map is very neat and very very enjoyable. I had a wonderful experience playing
this. 5/5!
 
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