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Damage Team Survival vXI

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 13
Joined
Oct 31, 2009
Messages
1,481
Thing is, he went berserk and became able to kill us both with instagib dmg and very fast speed before any of us died. And we wouldn't have if that didn't happen. :eek:
 
Level 14
Joined
Aug 31, 2009
Messages
775
Oh really? Well, that's definitely intriguing, as I've never had that happen before.

I'll look carefully at the triggers to ascertain why that may have happened.

EDIT: I've searched through the coding, and there's absolutely no way he could have Berserked unless someone died. The trigger which causes it has the actions / conditions:
  • BERSERK
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Owner of (Triggering unit)) Not equal to Neutral Hostile
      • Round Equal to 6
    • Actions
      • (Stuff)
Can you be precise enough to tell me exactly how it happened? Did he Berserk as soon as he spawned, or was there a delay of some kind?

Also consider that he has insta-gib damage always even when not Berserk, it is only his speed that gets boosted.
 
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Level 13
Joined
Oct 31, 2009
Messages
1,481
He must have had his damage boosted too. I can't get to re-testing seeing as my new computer is absolutely retarded.

It happened after we had him flamestrike himself. I can confirm he became red the second before my friend died, but looking at the triggers that seems quite odd.
 
Level 14
Joined
Aug 31, 2009
Messages
775
I'm applying a bunch of mini-fixes as I type (well, metaphorically of course).

Things such as Brutallus Flamestriking into apparently thousands of miles into the west, as well as fixing all the disappeared custom special effects such as the Tidal Shield and Lightning Balls.

Uploading in a moment...

EDIT: Done.
 
Level 2
Joined
Sep 14, 2008
Messages
15
The game is fun to play and I would definitely play again. The only thing I would change is to lower the number of creeps and increase their health/armor to compensate for it. I started lagging when playing with 3 other people. My computer specs aren't great but they aren't so bad that it would cause serious lagging.
3.4 ghz
2 gig RAM
 
Level 18
Joined
Feb 28, 2009
Messages
1,970
I have 3.2 GHz 1Gig RAM, and no lags (sometimes very small) even at unedead level when playing in 5 people.
There are many cases of lags. Personally I believe the map is well made, so that may not be map causing them.
 
Level 14
Joined
Aug 31, 2009
Messages
775
The biggest causes of lag (if any) are the Naga's Geyser and the Flamewaker's Corona, but only when hitting many units (say, around 30).

The maximum number of enemy units on the map at any one time is 30 though, so this really shouldn't be too much of a problem.

This limit however does not apply to Necromancer's Skeleton summons.
 
Level 2
Joined
Sep 14, 2008
Messages
15
Maybe it was a spell or two that caused it. I played a different game that had over 50 units and did not lag. I'll try to see about replicating it and get back to you on it. I just remember not being able to move very much in the third round - one second i was full, next time I was able to move, I was less than 100 health and died. Thanks for the quick replies.
 
Level 14
Joined
Aug 31, 2009
Messages
775
I've got 3 little game plans in mind at the moment:
1) A PvP (with computer allies) arena game using the same heroes as my team survival. Teams are randomised each round (even in size, such as 5v5, or 2v3v2v3, free-for-all or even 9v1 - but computer allies will give sway the balance for those disadvantaged) and each team is supplemented with a bunch of AI creeps to help them regardless of team size. The individual player who is on the winning side the most will get the most points after a bunch of rounds.
2) A strategy based auto-army battle game with 5 unique races. Units are trained and attack automatically, but you must provide the resources and build order and upgrades and defences. (Currently Underway with this one - but not sure if to continue)
3) A party game, along the lines of Uther Party with varying objectives in each round. I've had many little ideas for mini-games and I'd like to find some way to implement them, as such a part game is an ideal way to do this.

EDIT: Oh cool, according to the Linkbacks, someone's got this hosted over at GilcaHosting for some kind of bot hosting rotation.
 
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Level 14
Joined
Aug 31, 2009
Messages
775
Of course. Some abilities are inherently overpowered if they could be cast directly on heroes. Such as Living Bomb... it has a huge damage over time and silence effect. I'd change everything to make it more PvP orientated and balancing the skills.

However, some of the fights you won't actually be able to attack each other in, and it's about helping your boss defeat the enemy boss, or other such things. And other fights you'd be better off killing the mobs instead of the players and what not.

It's all arm-waving at the moment, but just know that if this was the project I decided on, I'd be making it very balanced.
 
Level 12
Joined
Dec 28, 2008
Messages
1,143
very nice, I have a mini game map plan too, myself. Meanwhile, those last 2 achievements are not working in this lastest version I guess. They were DetrOwned and Master Survivor if I do correctly remember. I killed Damage at first try without dying and all other achievements were achieved before too.
And Yogthun is really godly :thumbs_up: I could only kill 1 or 2 tentacles just myself.
 
Level 16
Joined
Nov 30, 2009
Messages
2,073
Hmm. Too bad that this may be counted for necroposting. Anyways, here's my review (I've played this map BEFORE I've registered on the Hive).

Heroes:
Strength:
Crusader:
This guy is very rigged on solo. Against Naga Ranger, I don't take any discernible damage from her (and the elementals) attacks. Though I died by the Pit Lord's Warblade.The level 2 skill is just pure Pwnage in a beautiful packet.
Naga Deeplord:
GODDAMN SLOW! was my first impression when playing this abomination. Yes, he's a great tank. But his attacks and spells are just too weak (which makes him a true tank)....
Dreadlord:
A powerhouse hero that's very effective on solo. Skills cost health, but his Innate Skill can restore it. So it's not a big fuss anyway.
Stoneshaper:
Totally ineffective hero. Skills depend on stun? That means you can't defeat a boss wave on solo. 'Nuff said.
Agility:
Tinker:
His Innate skill gives insane extra DPS output and Mana Healing. Ultimate wasn't really effective against bosses, but worth the try on 3rd and 4th stage.
Ranger:
Powerful ranged damage dealer that requires a great amount of mana. Too bad she's too stupid to realize that.
Lightning Harbringer:
Bloody Hell. Very effective against ranged units but got a big F- on physical studies :p
Assassin:
Powerhouse Glass Cannon DPS. 'Nuff Said.
Intelligence:
Frostlord:
First try and I've fall in love with his abilities (If only he's using Jaina's model...). Frost Golem and Deep Freeze is just Effing awesome. Too bad his Frost Bolt got removed. One of the best Nuke before its disappearance.
Protector of Nature:
Crazily Insane Ultimate. Although I still don't understand the mechanics of the Wind-thingy spell.
Flamewalker:
Although his ultimate cannot affect bosses, his other skills make up for the minus. BURN UP THEIR ARSE :D
Warlock:
Best Hero for solo (Other than Crusader, of course). I reached Round 6 Flawless on Solo (Which was practically Impossible) with him by sacrificing my Felguards.

Terrain:
Not much to say. A little bland. But perfect for this kind of map.

Stages:
Round 1, 2, 3, and 4:
Not much to say for the first four rounds. First and Second contains nothing special. Third's Treants are annoyingly big. Four is where those who hate zombie movies must hide. Too much swarm.
Round 5:
Sirens are annoying. That's all. Also, the boss's Mana is titanic but she has low armor. Total contradiction.
Round 6:
Mana Burns aren't F-ing annoying. The Abysal is. The Pit Lord is a real bouncer with his OHKO that can result in 12-Hit Wipe on Full-House.
Final Round:
Nothing will be amiss if you pick the right Epics. Orbs of Destruction are annoying but easily evaded (and destroyed).
Bonus Round:
The texts and the size of Tentacles (RRAAAEEEPPP!!! :D) bugs the screen. Easily beaten on Solo.

Well that's all. 5/5 is fitting for now.
 
Level 1
Joined
Feb 3, 2010
Messages
2
Hey, just finished playing in a group of three. It's a really great and fun map! We totally didn't see Yog'thun coming. When we did, my friend and I, both former WoW players, did an OMGWTFLOL take on vent. So classic.

Our only beef was the fact that Lightning Harbinger's skills seriously burned images into our retinas with its crazy brightness and lightning effects. Paired with the Protector of Nature's starfall-like AoE, all of our eyes were burning by Round 4. It got to the point where whenever I cast Shock (or Thunder Storm), I would move my screen away and then hit the button. "Holy shit seizure!" was a friend's comment the first time I cast both spells. Perhaps I should just decrease my wc3's brightness whenever someone picks the hero. =/

Otherwise, great work!
 
Level 16
Joined
Nov 30, 2009
Messages
2,073
I think that's my fault. Oh, do you need any Singleplayer Replays (To show players that the game is actually beatable on solo, except for Yogg-Thun)? I has two right now. Contact me if you need them.

EDIT: Oh dang. Didn't see it on the Description. Well, here's your Singleplayer replays.
 

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Level 9
Joined
Aug 21, 2008
Messages
533
i solod everything. Is yoggthun this last boss with the tentacles? i beat him with warlock =). But not at the current ver i will dl it and retryy it again.

edit: looks like he got chagned. I try him again.

Lol again easy with warlock. The sommuns where pretty useless at yoggthun, bit i healed myself faster then i could be killed=)
 
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Level 14
Joined
Aug 31, 2009
Messages
775
The Warlock is pretty OP against Yogg'Thun, as you can Hysteria one of his Faceless Guardians and it will basically annihilate him in no time.

Me and some friends once killed him within 30 seconds of entering the 2nd phase because we use a maximum rank Shatter from the Frostlord (-50 armour) and then sent a Hysteria'd Guardian on him.

He uh.. died in 2 hits.

And Luffy, Yogg'thun is a lot more balanced now, and definitely soloable in this version. He's still difficult in multiplayer if you don't kill the tentacles fast enough as they'll eventually crowd control you to death with fears and constrictions. The Guardians can also do nasty damage if you don't control their life drains.
 
Level 10
Joined
Feb 18, 2008
Messages
262
Fantastic map. I played it as solo with Assassin, very nice skills, terrain, items, nice and clear descriptions, balanced gameplay (was really easy, however i didnt change difficulty), even with achivements. Also nice game-length, not short not long.

Edit: (Currently playing with Dreadlord - forgot the actual name)
I'm looking forward to next update. I hope you're still working on this map.
Best hero defense map i've ever played. Don't really understand why people voted 3 or even lower. You cant expect much more from a hero defense map;
Very good heroes with customized and balanced abilities,
Can be played with 1 to 12 players
Small, yet fitting terrain
Difficulty options
Achivements
Very good items
Balanced enemy units

People should not vote sometimes...
 
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Level 6
Joined
Oct 15, 2009
Messages
107
I love this game its so fun. Ive played it a couple of times online but i think you should make some of the bosses a little tougher because you cant up the difficulty in multiplayer. If you added like a moonkin form or somthing to the druid that would be mad a couple of people have been talking about that in my game :p
 
Level 10
Joined
Feb 18, 2008
Messages
262
also tried with Frost Lord (single player) at 3rd difficulty, died at undead round. With Paladin (or Crusader), i failed at undead boss (2nd difficulty, seemed almost impossible)

Game seems very balanced, just some of the heroes are not suitable for single player and thats all (Single player is my only option =/ ). I thought about terrain again, and it can be better. I'm not sure if tome shop is necessary but im not saying you to remove it anyway. I think some of the spell descriptions have some missing things you may need to recheck. Well Damage, i cant say much, the map is too good and i mean it, im making maps since 2002 so i can notice "quality" in every detail. You may need to add some more content to make it rich. Dont know... I'll keep you informed when i try more heroes

One of the best maps ive ever seen.
And please update it soon
 
Level 10
Joined
Feb 18, 2008
Messages
262
Tried with Naga and beated at 2nd difficulty. I was invincible when i greatly leveled his AoE damage spell (forgot the name). That spell seems a bit overpowered (or maybe he's just too good for solo play). Was fun as always.

Don't you think that the Undead boss spawns skeletons too fast? I dont know how hard or easy it is on multiplayer but for a solo player, it is really trouble.
 
Level 14
Joined
Aug 31, 2009
Messages
775
Thanks to this game's obvious resounding Single Player game success, I'm bringing out a new version: Damage Team Survival v.X (X as in the Roman Numeral for 10)

This version adds a single player exclusive hero to the game: Argethlahm the Blade Blazer.

When playing as Argetlahm, the difficulty is fixed at 12, no normal items will drop (shops are still available though) and you will be gradually awarded with a unique armour set designed especially for the Blade Blazer.

Argetlahm is essentially a fire-sword wielding super hero, with abilities that are much more power and flashy than anything that the other heroes have to offer. Also, Argetlahm does not have an ultimate skill, meaning he has a total of 5 skills with a maximum of 10 levels of each skill.

Here is a small video preview of Argetlahm the Blade Blazer taking out the last 20 or so enemies from the Naga Wave 5 at difficulty level 12.
http://www.wegame.com/watch/damage-team-survival-v-x/

I hope you like the concept of this new hero, and keep your eyes out for when Argetlahm comes crashing in in version X!
 
Level 14
Joined
Aug 31, 2009
Messages
775
Have you got Flash Player updated? Also, just try refreshing the page once or twice, as some of my other friends couldn't see it earlier but could after a refresh.
Ah well, even if it doesn't work, you'll be able to play him by tomorrow (Sunday) anyway. I've only got 1 more ability to add and some slight number tweaking to apply and he's totally ready for play.
 
Level 14
Joined
Aug 31, 2009
Messages
775
Blade Blazer Ability List:

(Innate) Emblazoned Blade-Wielder.
AArgetlahm's attacks set enemies on fire for 3 seconds. Burning enemies take (AGI x 0.3) damage each second, and also suffer (AGI x 0.2) additonal damage from consequent melee attacks.
Removes all Stuns, Immobilisations, Fears and SIlences from the Blade Blazer every 0.5 seconds.
Argetlahm permanently recovers 1% of his health and mana every 2 seconds.

(Q) Blazing Flurry
Argetlahm unleashes a huge barrage of attacks infront of him, dealing damage every 0.2 seconds to enemies directly infront of the Blade Blazer for 1 second. Once the flurry is complete, Argetlahm is granted bonus agility for 5 seconds.
Scales with Agility

(W) Blaze Jaunt
Argetlahm explodes into fire and teleports a short distance, dealing damage to all enemies around the point of casting and at the target area, knocking them back slightly. In addition, the Blade Blazer swings his sword in a circular arc when arriving, applying a bleed damage over time, which also slows units by 60%, to nearby targets for 8 seconds in addition to the intial explosion.
Scales with Intelligence (Explosions) and Agility (Bleed damage)

(E) Terra-Cataclysm Slice
Argetlahm jumps high into the air with a fiery explosion, damaging and knocking enemies slightly away, then slams down onto the ground at high speed - striking with unbelievable power. Units caught in the landing strike blast are stunned and suffer great damage.
Scales with Intelligence (Explosion) and Strength (Slice)

(R) ????
????

(T) Bladed Firestorm
Summons a storm of fire around the Blade Blazer that spins around at high speed, dealing heavy damage to all enemies close to the hero each second for 5 seconds. Enemies further away from Argetlahm are hit by Fireballs, stunning them, or larger Fireballs causing ground fires.
Scales with Intelligence (Fireballs, Fires) and Agility (Close target damage)
 
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