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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
I see you've read Eragon? :p

Anyway, hero sounds cool, looking forward to testing it.

After having played this 2 player, I think the archer hero might be weaker than other heroes - then again, this might've just been my little brother failing at the game. I'll find out soon-ish.
 
Level 1
Joined
Apr 5, 2010
Messages
2
When playing as the Blade Blazer from version X, the game got stuck a few times during the undead round, at the end of wave two and four.
Maybe it has something to do with the amount of units in the waves?
 
Level 14
Joined
Aug 31, 2009
Messages
775
I see you've read Eragon? :p
Never heard of it, sorry.
If you're wondering where the name comes from, see: http://en.wikipedia.org/wiki/Nuada_Airgetlám

@mouseman89: This probably happened because you were moving a bit too far to the edges of the shop zone.

@Twisted Image: The Ranger's ultimate is exceptionally powerful if you combine it with another skill that you have spent many skill points in. In addition, the Ranger is by far one of the best heroes for killing caster enemies - probably only beaten by the Assassin.

Other Notes;
Currently the Demon Round (Round 6) is near impossible when playing Blade Blazer mode due to the excessive mana burns. I'll put a little fix in later which will exchange the Eredar's Mana Burn spell with a damage over time skill and I'll make the Mana Fiends only drain 1% of your mana per hit instead of a flat (though rather huge) number.
 
Level 13
Joined
Oct 31, 2009
Messages
1,481
First word in Blazing Flurry's tooltip is "Unleahses." ^_^

EDIT: Just noticed a bug. A fairly gamebreaking one at that. At some undead round, 3 I think, the waves just stopped coming. I killed off all the creeps, and hoee, stuck.

Also, 96 skeletons? WTF? D:<
 
Last edited:
Level 14
Joined
Aug 31, 2009
Messages
775
Yeah, quite a couple of my friends were reporting getting stuck on some of the undead waves. As of yet, I've no idea what is causing it, but rest assured I'll find some way to fix it by today. It only happens when Blade Blazer mode is active (i.e. Difficulty = 12) so I'll take a look at some possible avenues that these mistakes could happen.

@Conlan: Sorry, but if you're dying in round one you need to play a little more defensively. You can't expect to stand still and just tank everything. Utilise stuns and minimise your incoming damage via movement and killing of key enemy targets such as Riflemen. It's very possible to beat all but Round 6 currently without dying if you play carefully and tactically.

Aha, found a possible cause of the problem.
  • R4Wave4Activate
    • Events
    • Conditions
    • Actions
      • Wait 5.00 seconds
      • Game - Display to (All players) for 8.00 seconds the text: |cffffcc00Round 4|r...
      • Game - Display to (All players) for 8.00 seconds the text: ((String((15 x Difficulty))) + |cffffcc00Skeleton Warrior|r)
      • Game - Display to (All players) for 8.00 seconds the text: ((String((6 x Difficulty))) + |cffffcc00Ghoul|r)
      • Game - Display to (All players) for 8.00 seconds the text: ((String((Difficulty x 4))) + |cffffcc00Zombie|r)
      • Game - Display to (All players) for 8.00 seconds the text: ((String(Difficulty)) + |cff22ffffBanshee|r)
      • Set CurrentUnitCount[1] = 0
      • Set CurrentUnitCount[2] = 0
      • Set CurrentUnitCount[3] = 0
      • Set CurrentUnitCount[4] = 0
      • Set CurrentUnitCount[5] = 0
      • Set MaxUnitType[1] = (Difficulty x 15)
      • Set MaxUnitType[2] = (Difficulty x 2)
      • Set MaxUnitType[3] = (Difficulty x 6)
      • Set MaxUnitType[4] = 0
      • Set MaxUnitType[5] = Difficulty
      • Set UnitTotal = ((MaxUnitType[1] + MaxUnitType[2]) + ((MaxUnitType[3] + MaxUnitType[4]) + MaxUnitType[5]))
      • Set UnitKilled = 0
      • Trigger - Turn on Spawns <gen>
      • Trigger - Turn on R4Wave4Win <gen>
I've no idea how, but this trigger has worked absolutely fine up until now, and quite clearly the numbers don't match up at all. Bizarre...
Just for reference,
  • Round4Initiate
    • Events
    • Conditions
    • Actions
      • Set CurrentBounds = Round4Bounds <gen>
      • Set WaveUnitType[1] = Skeleton Warrior
      • Set WaveUnitType[2] = Zombie
      • Set WaveUnitType[3] = Ghoul
      • Set WaveUnitType[4] = Necromancer
      • Set WaveUnitType[5] = Banshee
      • Set CurrentSpawn[1] = Round4Spawn1 <gen>
      • Set CurrentSpawn[2] = Round4Spawn2 <gen>
      • Set CurrentSpawn[3] = Round4Spawn3 <gen>
      • Set SpawnPoints = 3
      • Set CurrentHero = Round4Hero <gen>
      • Set Round = 4
      • Game - Display to (All players) the text: |cffffcc00Round 4|r...
      • Wait 5.00 seconds
      • Trigger - Run R4Wave1Activate <gen> (ignoring conditions)
So as you can see, the numbers are wrong for the Zombies in the actual messages. Still, this doesn't actually fully explain what is going on... The UnitTotal is what I use to detect how many enemies there are in the wave total and therefore how many should be killed... hmm, looks like I need to keep searching.

Looking at the spawn trigger, I can't determine anything yet either. The main action of the spawn triggers is this:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • CurrentUnitCount[1] Less than MaxUnitType[1]
    • Then - Actions
      • Set TempPoint = (Center of CurrentSpawn[(Random integer number between 1 and SpawnPoints)])
      • Set CurrentUnitCount[1] = (CurrentUnitCount[1] + 1)
      • Unit - Create 1 WaveUnitType[1] for Neutral Hostile at TempPoint facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Center of CurrentHero)
      • Unit - Order (Last created unit) to Attack-Move To TempPoint
      • Custom script: call RemoveLocation(udg_TempPoint)
    • Else - Actions
    • (Repeat for Unit types 1 - 5)
So essentially if the number of enemies spawned of that specific type are not currently on the map, it will add another and increase the number, until it hits the "MaxUnitType" for that particular unit. Frustratingly though, this hasn't ever caused and problems, and I can only determine somehow that it has something to do with the maximum unit count cap (30 enemies on the map at any one time) causing the trigger to malfunction. However even then, I've played games with 7 people before, and the cap was working fine then - spawning in 30 enemies, waiting until we killed a few then spawning some more to keep it topped off at 30.
The other possible cause of the problem is the Win detection trigger for that round. However, due to the generalised set up of it, it's an exact copy of all the previous waves and rounds and as such if there was a problem with one, there should be a problem with all. Given the game progresses perfectly fine at every difficulty level except 12, this implies something to do with the sheer number of enemies.

Taking this all into consideration...
A unit is getting stuck somewhere. It is getting spawned in, but not moving from its spawn location.

Ok, as a possible solution, I'm going to make the Maximum unit cap be Round Dependant when playing Blade Blazer mode. It will be 12 max enemies at Round 1, 24 at Round 2, 30 at Round 3, 45 at Round 4, 30 at Round 5, and 15 at Round 6.
As a by product of these changes, this will actually make round 4 a little faster, while making it marginally harder. This should also encourage the spawn trigger to spew out its load of enemies a little quicker and hopefully bypass whatever is causing it to hang. Lowering the unit cap at the Demon Round will probably also help with the insane difficulty of it (in addition to some mana burning changes I'm going to add which are also Blade Blazer mode specific).
 
Last edited:
Level 14
Joined
Aug 31, 2009
Messages
775
After some further testing today, I've ascertained the problem only ever occurs when playing as the Blade Blazer, and never when playing any other hero at difficulty 12.

Therefore, there must be some problems with my spell triggers or something else that is unique to this hero. I'm narrowing in on the cause of the issue and I'll do my best to get it fixed.
EDIT: After more investigation, the spells are not the cause of the game getting stuck on the undead rounds (I literally did the entire undead round with no spells and just aiuto-attacks and it just got stuck again on wave 5). This implies somehow that there is an issue with the unit spawning when playing on 12 player mode, and this may mean it will take some time to find the root cause of the problem.

Here's my "Changes List" - listing all the things I've changed since the Version X went live and all the things I will change or fix for the next minor version update.

Upcoming Version XI Changes
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 the 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.
- 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 has a totally different set of spells that better suit the Blade Blazer mode.


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.
 
Last edited:
Level 14
Joined
Aug 31, 2009
Messages
775
Okay, implemented all of the above features, but still working on a fix for the Undead rounds. The cause is probably to do with the sheer number of enemies. And if this turns outto be true, then I may end up changing the entire structure of the Undead Round when played in Blade Blazer mode as a last resort - i.e. reducing the number of enemies but adding much larger and stronger enemies such as Abominations. This isn't an ideal solution, but if it's the only thing that solves it, then I'll just have to chalk this one up to experience and get on and do it.


@MOMBI: Great to see you like it! Would be nice if you could rate it as well on the download page.
 
Last edited:
Level 16
Joined
Nov 30, 2009
Messages
2,073
Idea:
Maybe make some more Single-Player Heroes like Argetlham. Maybe make another three for Difficulty Level 3, 6, and 9. Argetlham is just plain crazy.

Reminder:
Your Sig still says v1.9.
 
Level 14
Joined
Aug 31, 2009
Messages
775
I'll update my signature when I manage to fix this version. It wouldn't feel correct to advertise a new version when the game gets stuck in the undead round. As for adding more single player only heroes - given the amount of bother this one has caused, I don't think it a good idea. Also, this is Damage Team Survival, and the multiplayer aspect is what I'm more focused on.

@Luffy: Problem?

EDIT: I changed all the undead waves and it worked fine, and it was slightly harder as intended and a lot faster. Cleared it all fine and got to the Death Knight. He killed me after a very close fight, and the round reset. The game then got stuck at the end of wave 3 for no reason... This is starting to get annoying. No matter what testing methods I use there seems to be absolutely nothing in common with any of the times when it gets stuck, and this means I can't actually pinpoint anything about the problem. Very, very frustrating.
 
Last edited:
Level 14
Joined
Aug 31, 2009
Messages
775
I'll be sure to update you all when it's fixed. It's proving very difficult though as the problem is seemingly totally random - the only things that are consistent are:
- Only happens in Blade Blazer mode.
- Only happens during the Undead Waves.
- Never happens on wave 1.

Other than that, there's absolutely nothing consistent between the various times it gets stuck, so it's proving difficult to actually find what the problem is and therefore fix.
 
Level 14
Joined
Aug 31, 2009
Messages
775
Okay, I've managed to solve the Undead Wave problems (yay!) but I won't be releasing another version until later tomorrow as currently the Demon Round (still) and King Damage are almost impossible to beat.

I'll be changing the unit waves and unit types encountered in the demon waves, and probably changing what spells King Damage can cast. After that, you'll finally be able to play (bug free) this epic new hero.

...and then I can rest.
 
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"New post" bug, therefore I am posting.

To add actual content: Demon and Damage were hard? I'd imagine that LOLRUNREGEN is a good tactic? Especially on Damage's round, as it's insanely easy to run during that round.
 
Level 14
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Believe me, on Blade Blazer mode he's nearly impossible. His mana burn is absolutely obscene (3600 per cast), and the Orb explosions do 9600 damage, so if you drop your AoEing for even a moment you're pretty much dead.

The lolrunregen tactic can just about pull you through the Demon Round, but even then the Doomguard's Diabolist Fire spell hits for 1020 damage, and pretty much ruins any regen chances you had. Not only that, but the Mana Fiends run at the same speed as you, making them near impossible to get away from once your mana has been eaten.

But rest assured, it'll all be fixed by today.

@dead-man-walking: It'll be a long time until I implement any more changes to this map once this next version is released (forgoing bugs that is).
 
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Don't worry about that, these changes are totally specific to Blade Blazer mode, and have no effect on the multiplayer gameplay.


Also, watch this space... map will be ready in about 30 minutes.

Oh look, it's done. Now excuse me while I go die of overwork.
 
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Level 13
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I found it fun - the orc and night elf levels were silly though. Much too easy, in my opinion. On Malorne or What's-His-Name I was like, "Fuck saplings," after one of them became a treant. After that, the map was basically flooded with treants, and I still didn't take substantial damage.

On Tor - right click, AFK.

Are you supposed to be able to use the firebolt-throwing spin-attack and the... uh.. thing where you go big and red (=D) at the same time?
 
Level 14
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Nah, you had to at least move a fair bit especially on the bosses. I mean, standing there waiting for those two skills wouldn't save you from a bunch of Abominations exploding in your face.. (Unless you were actually using the skill at the moment they exploded... oh well).
 
Level 14
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Until you can prove to me you can get the Spawn Camping achievement in Blade Blazer mode, I won't take it that it's "too easy" :p
Long perhaps... yes, but not "easy".
It's probably "Moderate" difficulty... not hard.. just.. moderate.
 
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hero is like a god, I like him and he's still vulnerable against most of the bosses. well, achievements of night elves are looking pretty impossible, although undeads' are pretty much easier right now. But still I like the vulnerability of the hero, I died at some of the rounds. (maybe I couldn't bother to play with all of power I got :D ) game has grew longer like hell, I couldn't check every round yet. But it seems good, and his epic passive ability gives a chance to beat forgotten god.

hero sometimes don't teleport when you use his 2nd skill. I guess it might be difference of ground height.

once I almost killed every single seedling but I ran out of mana and one of them turned to treant :p :cry:
 
Level 10
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Ok now, i finished with Blade Blazer.
Besides the things i messaged you, there are some issues i think;
-Game length is too much. Why? Because my standard attack deals very low damage and I have to spam my abilities. Even than, especially human and naga rounds are boring.
-Especially human round is way to boring. cause my mana depletes too fast and there is nothing to regenerate it. A possible solution is to replenish all our hero's mana after each wave.
-Maybe you should rework on boss fights when played with Blade Blazer. Night Elf boss spawns treants way too fast, it is impossible to handle them. I just focus on hero to kill it.
-Human boss just heals but if we had mana, the fight would be fine.
-Orc and Undead bosses are fine
-Maybe you should weaken Naga boss a bit. I had to run and regenerate to win that fight(which is boring) and i put all my effort
-Demon boss is... well weird. I cant stand against him. I ran and attacked when he's using cleave attack but also was a bit boring. A major problem is; i start use my 2 skills (forgot their names; hotkeys were R and T), and then he uses cleave attack, im not able to move and i barely stay alive if my hp was full.
-Council and King Damage fights were good.
-I had 9800 points at end of the game and it said i need 62000 more to unlock bonus boss round! Omg why? Why 62000 more and what did i wrong? I never even died once.
-The idea of removing items on the ground is really NOT good, believe me.. I know its to prevent item spawns but please fix it by another way. I may want to drop my item for a second for some reason.
-A minor issue; it says "our town is under attack" on naga round, probably its about dummy spellcaster unit or something.

Overall, the two major issues are the mana problem at first 1-2 (especially human round!) rounds, and the overall game length. (Rounds with ideal length are; undead, demon, perhaps orc and night elf, but NOT human and naga) Also please make a few tweaks on those boss fights to make them better suited for single player (For Blade Blazer only, of course.)

Thanks for this great map
 
Level 6
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Hello Damage,

Very nice map! Overall pretty fun with even a limited amount of replay value (which hero survival maps often lack). I have a few comments on things you may have overlooked.

1) Certain items share cooldowns. I can't remember which, but I'm thinking it's some of the charged items like the vamp potion and some of the permanent items like the Mana Heal item + the Health Heal item + the Berserk item. You might want to change the cooldown groups for the items so they are each unique.

2) One other minor problem is that in the skeleton summoning Undead levels, if you kill off all the necromancers and other units, but leave skeletons alive, the rounds progress regardless. Not sure how big of an issue this is, but I could theoretically see summoned skeletons lasting from the end of one round to the beginning of the next, which is a minor nuisance at worst.

3) I played one time with a hero who had a summon (I think it was the Frost guy) and his summon did not follow him into the next arena when progressing from round to round. Again, a minor issue, but it was annoying to have to wait for the cooldown and re-summon him (I assumed he'd follow me when my hero moved).

Overall great map! Those are very nit-picky details, which means you did a great job weeding out the major issues. 5/5.
 
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