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Dark Times

darktimes-banner.png

Created by Imago_
with support from Lockheart


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Map Info

Similar to the previous game Sweet Revenge; Dark Times was made to fit 2 player but thanks to a pickable difficulty it is also solo completable.
Try to reach your goal - cleansing the plague that has come over this land... and discover it's origin.


Only some of the Features


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Customised Map
Customised weapon and armor types, models, music, spells, attachments and much more.
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14 different Heroes
You can choose 1 out of 6(+1 secret) human or 1 out of 6(1+ secret) elven heroes and we're up for more!
We think beeing able to play different heroes with different Talents each time you play can provide a lot of fun!

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Gamble/Random Hero
You can choose if you want to random an elven or human hero.
Additional there's a chance that you'll get an exlusive/secret hero that only is available due to random.

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Hint-System
There are 20 Hints that will guide you during your journey with information about things you might want to know.
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Item- and Inventory-System
Itemslots are limited! 1 Mainhand, 1 Offhand, 1 Armor, 1 Ring, 1 Accessoire, 1 Elixir.
There are also different armor and weapon types.

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Golddrop and Pick-up-System
As known from games like D3 creeps drop a pile of gold. Simply get in their range to pick them up!
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Shared income
No need to fight about last hits and money. Creep-, quest- and dropped gold is shared among you.
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Backpack-System
Additional item storage, can pick up every item class. Accessable with F2.
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Talents and Talentpoints
Choose your talents and improve them with earned talent points. Accessable via backpack.
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Customized Abilities
Most spells scale with your heroes primary attribute and are meant to fit a certain skill set.
On skill use there's a scripted camera shake.

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Triggered Bossfights
No silly autohitting-only bosses! Each one has it's own abilities and power.
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Imported Models
Wisely picked eyecandy-models for your desired hero and their bossy enemies.
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Customized Hero-Selection
Switch between the accessable heroes with your arrow keys and get information about their skills and stats.
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Classchange
Reach something higher than what you are. Complete the task and become a semi-god!
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Quests and Sidequests
There are plenty of them, you can talk to the people in aid and watch the cinematic or just accept their quest. It's up to you!
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Secrets
Find out, there are several already. However, some already planned will follow.
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Beautiful designed Landscape
Hours of love and work were spent with the goal of reaching a as high as possible level of terraining.
Buildings and houses can be entered - the camera set is customized, too.

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And much more!
What's to do with your mate that fought with you all along to help all those people, slaughtering evil?
Find out! There are plenty ways to have some fun with this map.


Heroes


Darius

Larra

Sylvie


darius.JPG


Strength, Melee Ranged, Tank
Sword, Trophy/Shield, Iron Armor

Abilitie
RequirementTypeDescription
race-h.JPG

Human
None
PassiveHumans use advanced technologies to defend theirself.
dar-q.JPG

Fury
Hero Lvl. 1
ActiveDarius pumps adrenalin into his body and falls into a furious rage. He attacks faster than usual.
dar-w.JPG

Slam
Hero Lvl. 3
ActiveDarius slams the target with brute force dealing damage, there is a chance that target gets stunned.
dar-e.JPG

Bladestorm
Hero Lvl. 6
ActiveDarius rushes to the targeted location and whirls his sword. He damages every enemy on his way.
dar-r.JPG

Whirlwind
Hero Lvl. 9
ActiveDarius spins his sword very fast and becomes a deadly whirlwind. Enemies in range will be pulled towards him and suffer damage, while he renders immune to magic.
dar-t.JPG

Command
Offense
PassiveDarius and all allies around him will deal more physical damage.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
Adds attack speed and movement speed while 'Fuy' is active.'Fury' lasts 3 seconds longer.Every incoming damage is reduced while 'Fury' is active.
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Offense
Increases Darius' attack damage.Increases Darius' strength.Enables the ability 'Command'
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Defense
Increases Dariu's armor.Darius' heavy armor reduces every incoming magical damage.Inceases Darius' health.
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

larra.JPG


Strength, Close Ranged, Tank
Sword, Knife/Shield, Iron Armor

Abilitie
RequirementTypeDescription
race-e.JPG

Elfish
None
PassiveElves are living in a close touch with nature.
larra-q.JPG

Combat Mastery
Hero Lvl. 1
ActiveLarra hulrs a battle roar that increases her attack damage.
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Slam
Hero Lvl. 3
ActiveLarra jumps to her target and will land a heavy blow that stuns and damages the unit.
larra--e.JPG

Bladestorm
Hero Lvl. 6
ActiveLarra detonates in three electric explosions damaging and pushing enemies away.
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Whirlwind
Hero Lvl. 9
ActiveLarra throws knives around her, the knives will pierce through all enemy ground units in a line. The knives deal heavy damag and reduce the armor of the target.
larra--t.JPG

Command
Defense
PassiveLarra will reflect a certain percentage of the incoming physical melee damage on her attacker.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
'Combat Mastery' will also improve the armor.'Combat Mastery' will restore mana and hitpoints.'Combat Masterie' also effects allied units
offense.JPG

Offense
Increases Larras attack damage.Adds bonus strength.Larra attacks faster.
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Defense
Increases Larras armor.Increases Larras health.Enables the ability 'Conter'.
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

sylvie.JPG


Strength, Melee Ranged, Tank, Support
Sword, Knife/Trophy, Iron Armor

Abilitie
RequirementTypeDescription
race-e.JPG

Elfish
None
PassiveElves are living in a close touch with nature.
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Lasso
Hero Lvl. 1
ActiveSylvie throws an enchanted chain at her target stunning and damaging it.
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Whip
Hero Lvl. 3
ActiveSylvie whips her target very fast, stunning and damaging it. The first blow will deal massive damage, consecutive blows deal less damage.
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Switch
Hero Lvl. 6
ActiveSylvie grabs an ally or and enemy with her chains and switches positions with the target. If the target is an enemyy it will get hurt, if the target is an ally it will be healed.
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Chainsaw Trap
Hero Lvl. 9
ActiveSylvie creates a chainsaw trap do deal heavy damage to enemies in range.
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Neutralize
Defense
PassiveSylvie is able to absorb an enemy single target spell. This effect occurs automatically.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
Increases the duration of 'Lasso' by 1 second.Increases the damage of 'Lasso' by 10.Sylvie will pull the target next to her and deals additional damage.
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Offense
Increases Sylvies agility by 1.Increases Sylvies strength by 2.Increases Sylvies damage by 3.
defense.JPG

Defense
Increases Sylvies movement speed by 10.Increases Sylvies health by 20.Enables the ability 'Neutralize'.
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.


Felian

Varan

Rosalind

Nasyl

Naisha


felian.JPG


Agility, Ranged, Support, Damage
Bow, Quiver/Orb, Leather Armor

Abilitie
RequirementTypeDescription
race-e.JPG

Elfish
None
PassiveElves are living in a close touch with nature.
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Natures Command
Hero Lvl. 1
ActiveFelian orders his ravens to call down dark and holy projectiles. Enemies within range get damaged and allies within range will be healed.
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Attack!
Hero Lvl. 3
ActiveFelian fieres a poisoned arrow at his target. It will deal damage and reduce it's movement and attack speed. In addition his ravens will charge at the same target to damage and stun it. The ravens will only act, if they don't perform any other actions.
feli-e.JPG

Crow Swarm
Hero Lvl. 6
ActiveFelian channels the power of allied birds. He sends several crows at the targeted location. If a crow collides with an enemy it will deal damage and reduce the armor of the target.
feli-r.JPG

Natures Revenge
Hero Lvl. 9
ActiveFelian heals and increases the attack speed of an allied, while enemies around the unit get damaged. The ravens will also heal your target, if they don't perform any other actions.
feli-t.JPG

Natures Touch
Defense
PassiveFelian and allies around him will have an increased life regeneration.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
On usage 'Nature's Command' will entangle all targets for 2 seconds.Decreases the cooldown.The entangeling roots will deal additional damage.
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Offense
Increases Felians attack speed.Increases Felians agility.Increases Felians intelligence.
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Defense
Increases Felians movement speed.Increases Felians health.Enables the ability 'Nature's Touch'
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

varan.JPG


Agility, Ranged, Damage Dealer
Bow, Quiver, Leather Armor

Abilitie
RequirementTypeDescription
race-h.JPG

Human
None
PassiveHumans use advanced technologies to defend theirself.
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Poison Arrows
Hero Lvl. 1
AutocastVaran fires a poisoned arrow to deal additional damage on attack.
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Fire Arrow
Hero Lvl. 3
ActiveVaran launches a burning arrow at his target. The target is unable to move and burns for some seconds. At the end the fire will explode and damage all surrounding units.
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Fade Step
Hero Lvl. 6
ActiveVaran jumps backwards. During this move he renders immune to magic and evades every phisical attack. He also fieres arrows at enemies.
varar.JPG

Frost Arrow
Hero Lvl. 9
ActiveVaran fires a frozen arrow on the target point; upon impact the arrow splits into several frost arrows. The splitted arrows deal damage and slow every unit they hit.
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Reflexes
Offense
PassiveVarans agility is increased.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
'Poison Arrows' will slow the target.Remove the mana costs of 'Poison Arrows'The slow fortitude is improved and 'Poison Arrows' deal additional damage.
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Offense
Increases Varans attack damage.Varan attacks faster.Enables the ability 'Reflexes'
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Defense
Increases Varans armor.Increases Varans health.Varan will only suffer a part of the incoming magic damage.
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

rosalind.JPG


Agility, Ranged, Damage Dealert
Bow, Quiver/Trophsy, Leather Armor

Abilitie
RequirementTypeDescription
race-h.JPG

Human
None
PassiveHumans use advanced technologies to defend theirself.
rosa-q.JPG

Strife
Hero Lvl. 1
ActiveRosalind releases magical arrows to damage her enemies.
rosaw.JPG

Leap
Hero Lvl. 3
ActiveRosalind orders her wolf to jump at the targeted location, stunning and damaging all enemies in range.
rosae.JPG

Claw Strike
Hero Lvl. 6
ActiveRosalinds wolf slamms all enemies in front of him with brute force, dealing heavy damage tot hem and knocking them back slightly
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Charged Arrow
Hero Lvl. 9
ActiveRosalind shoots a charged arrow that deals heavy damage and pulls back every enemy!
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Call of the Wild
Offense
PassiveAllies around Rosalind will have an increased attack and move speed.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
Increases the damage of 'Strif.Reduces the cooldown of 'Strife'.When using 'Strife' Rosalind fires additional fire arrows at random enemies in range that deal damage.
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Offense
Increases Rosalinds attack damage.Adds points to Rosalinds agility.Enables the ability 'Call of the Wild'
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Defense
Increases Rosalinds move speed.Increases Rosalinds health.Increases Rosalinds armor
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

nasyl.JPG


Agility, Melee Ranged, Damage Dealer
Sword, Knife, Leather Armor

Abilitie
RequirementTypeDescription
race-h.JPG

Human
None
PassiveHumans use advanced technologies to defend theirself.
nas-q.JPG

Sneak
Hero Lvl. 1
ActiveNasyl turns himself invisible for some seconds. This allows him to escape with ease or to start a surprise attack. But he walks slower than usual. The invisibility will break upon attack!.
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Swift Attack
Hero Lvl. 3
ActiveNasyl rushes towards his target and leaves a shadow trail behind himself. Once he reaches his target he will deal several fast slashes.
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Assasination
Hero Lvl. 6
ActiveNasyl calls the aid of his shadows to deal massive damage against his target. The target will be stunned while several illusion of Nasyl strike the victim.
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Massacre
Hero Lvl. 9
ActiveNasyl jumps around the battlefield striking randomly at enemy units.
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Block
Apprentice
PassiveNasyl has a chance to block a phsyical attack.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
Removes the movement speed decrease and adds time to the duration.Removes the fading time and adds a bonus to his movement speed.Nasyl will deal additional damage when he attacks a target while sneaking.
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Offense
Increases Nasyls attack damage.Increases Nasyls agility.Increases Nasyls attack speed.
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Defense
Increases Nasyls armor.Increases Nasyls movement speed.Enables the ability 'Block'
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

naisha.png


Agility, Ranged, Damage Dealer
Bow, Shield, Leather Armor

Abilitie
RequirementTypeDescription
race-e.JPG

Elfish
None
PassiveElves are living in a close touch with nature.
nai-q.JPG

Summon Valkyrie
Hero Lvl. 1
ActiveNaisha summons an illusion of herself at the targeted location. The illusion attacks enemies in range and forces all unites in range to attack her.
nai-w.JPG

Shadow Attack
Hero Lvl. 3
ActiveNaisha Summons a shadow of herself behind the target to damage it. The shadow and Naisha throw a glaive at the victim, slowing the move and attack speed of the target.
nai-e.JPG

Glaive Throw
Hero Lvl. 6
ActiveNaisha and the Valkyrie will throw a glaive at the targeted location. The glaive cuts through all enemies it hits. The glaive of the valkyrie will deal less damage.
nai-r.JPG

Glaive Storm
Hero Lvl. 9
ActiveNaisha throws a volley of shuriken at the targeted location. Every shuriken deals damage when it hits an enemy unit. A unit can be hit by multiple shuriken.
nai-t.JPG

Vanguard
Defense
PassiveNaisha and allies around her have an increased armor rating.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
Increases the number of attacks of the valkyrie.Enables the ability 'Bouncing Attacks' for the valkyrie.The valkyrie will cast 'Glaive Throw' when Naisha does.
offense.JPG

Offense
Increases Naishas agility.Increases Naishas attack damage.Increases Naishas attack speed.
defense.JPG

Defense
Increases Naishas armor rating.Increases Naishas maximal life.Enables the ability 'Vanguard'.
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Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.


Arianna

Faralda

Lazarus

Farion


arianna.JPG


Intelligence, Ranged, Support
Staff, Orb/Book, Cloth Armor

Abilitie
RequirementTypeDescription
race-e.JPG

Elfish
None
PassiveElves are living in a close touch with nature.
ari-q.JPG

Soul Steal
Hero Lvl. 1
ActiveArianna calls a hand from the underworld to grab the soul of your target. The target will suffer damage over time and can't cast spells.
ari-w.JPG

Judgement
Hero Lvl. 3
ActiveArianna casts three magic projectiles falling from the sky to damage an enemy or to heal a friendly unit.
ari-e.JPG

Crystalization
Hero Lvl. 6
ActiveArianna instantly freezes her enemy. The unit suffers damage and if it dies under the effect the ice will explode into several shards.
ari-r.JPG

Deadly Curse
Hero Lvl. 9
ActiveLaunches a wave of unholy magic in front of Arianna, cursing all units in its path. Cursed units take damage over time and are forced to attack their allies sometimes. Also slows the movement speed of all cursed units.
ari-t.JPG

Regeneration
Offense
PassiveArianna and allies around her have an increased mana regeneration.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
'Soul Steal' will reduce the targets attack damage.'Soul Steal' will slow the targets movement speed.'Soul Steal' will last longer.
offense.JPG

Offense
Increases Ariannas intelligence.Increases Ariannas manapoints.Enables the ability 'Regeneration'
defense.JPG

Defense
Increases Ariannas magic resistance.Increases Ariannas movement speed.Increases Ariannas health.
pathfinding.JPG

Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

faralda.JPG


Intelligence, Ranged, Caster
Staff, Knife/Orb, Cloth Armor

Abilitie
RequirementTypeDescription
race-h.JPG

Human
None
PassiveHumans use advanced technologies to defend theirself.
far-q.JPG

Stormstrike
Hero Lvl. 1
ActiveFaralda strikes her enemy with a lightning shock.
far-w.JPG

Jumping Boulder
Hero Lvl. 3
ActiveFaralda hurls a rock at her target that jumps on nearby enemies. When a rock hits a unit
nai-e.JPG

Explosion
Hero Lvl. 6
ActiveFaralda generates a powerful fire explosion at the targeted location. All enemies in range will be slowed by the searing heat.
far-r.JPG

Whirlpool
Hero Lvl. 9
ActiveFaralda conjures a gigantic whirlpool, that sucks enemy units towards the center. Every effected unit will suffer damage. The closer the enemy is to the center the more damage it will suffer.
far-t.JPG

Frostbolt
Offense
PassiveFaralda has a chance to cast a frost bolt on attack, that deals extra damage and freezes the target.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
'Stormstrike' will jump on a nearby enemy.'Stormstrike' deals double damage.'Stormstrike' deals more damage when it jumps.
offense.JPG

Offense
Increases Faraldas attack speed.Faralda attacks even faster.Enables the ability 'Frost Bolt'
defense.JPG

Defense
Increases Faraldas armor.Increases Faraldas health.Faralda gains magic resistance.
pathfinding.JPG

Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

lazarus.JPG


Intelligence, Ranged, Caster
Staff, Orb/Book, Cloth Armor

Abilitie
RequirementTypeDescription
race-h.JPG

Human
None
PassiveHumans use advanced technologies to defend theirself.
lazar-q.JPG

Phoenix Spiral
Hero Lvl. 1
ActiveLazarus calls down five phoenixes from the sky to defend himself. The phoenixes move circulary and burn nearby enemies.
lazar-w.JPG

Phoenix Wave
Hero Lvl. 3
ActiveLazarus conjures a phoenix that flies towards the targeted location and damages every enemy it hits.
lazar-e.JPG

Fireball
Hero Lvl. 6
ActiveLazarus hurls an ignited boulder towards the target point. When the boulder hits the ground it bounces and shatters, releasing small fiery missiles in the bouncing area.
lazar-r.JPG

Phoenix Dance
Hero Lvl. 9
ActiveLazarus summons three phoenixes that will dance in the target area, burning nearby enemies. After a short time they collide, dealing heavy damage and pushing all enemies away.
lazar-t.JPG

Consuming Flame
Offense
PassiveLazarus automatically fires a burning missle to damage a random enemy in range. The victim will burn and suffer damage over time.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
Lazarus gains bonus armor, while 'Phoenix Spiral' is active. Increases the duration.Increases the health regeneration and the duration of 'Phoenix Spiral'.The phoenixes will throw burning missiles at enemies every second dealing damage. Also increases the duration of 'Phoenix Spiral'.
offense.JPG

Offense
Increases Lazarus' intelligence.Lazarus attacks faster.Enables the ability 'Consuming Flame'
defense.JPG

Defense
Increases Lazarus' health.Increases Lazarus' health more.Increases Lazarus' health even more.
pathfinding.JPG

Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.

farion.JPG


Intelligence, Ranged, Caster
Sword, Shield, Cloth Armor

Abilitie
RequirementTypeDescription
race-e.JPG

Elfish
None
PassiveElves are living in a close touch with nature.
fari-q.JPG

Mind Smash
Hero Lvl. 1
ActiveFarion smashes the mind of his victim. Deals damage and interrupts his target.
fari-w.JPG

Grappling Light
Hero Lvl. 3
ActiveFarion throws a giant holy chain of light which grabs the first unit it hits, damaging and pulling it over to your hero.
fari-e.JPG

Curse of Time
Hero Lvl. 6
ActiveFarion curses an enemy. The curse deals a heavy initial damage and damages the unit every time it moves or gets moved. The movement speed of the victim is also increased and his attack speed is decreased.
fari-r.JPG

Telekinesis
Hero Lvl. 9
ActiveFario uses his kinetic powers to lift every enemy within range in the air. Upon impact on the earth they will suffer heavy damage.
fari-t.JPG

Blazing Light
Offense
PassiveFarion illuminates his foes with blazing light. Enemies in range suffer damage. This effect appears automatically.


Talent
Lvl. 1Lvl. 2Lvl. 3
apprenticeship.JPG

Apprentice
'Mind Smash' will stun the target and deal more damage.Reduces the cooldown and adds damage.The target will be knocked back and 'Mind Smash' deals additional damage.
offense.JPG

Offense
Increases Farions manapoints.Increases Farions intelligence.Enables the ability 'Blazing Light'.
defense.JPG

Defense
Increases Farions health.Increases Farions magic resistance.Increases Farions movement speed.
pathfinding.JPG

Pathfinding
You recieve extra experience for every killed unit.You recieve extra gold for every killed unit.You will recieve extra experience and gold every 10 seconds.


Screenshots

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Village I

Village II

Village III

Village IV

Dungeon outside

Dungeon inside

Indoor I

Indoor II

Indoor III

Sneakpeek


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Character Selection

Quest Cinematic

Quest Cinematic

Indoor Screen

Mine Screen

Combo Spell

Quest Progress

Fighting Scenario


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Quest Log

Main Quest:
  1. Water Supply: Found in the streets, Stonehelm
  2. The Gravekeeper: Quest line, Stonehelm
  3. Final Battle: Quest line, Stonehelm
Accessable with Lvl.1
  • The Cleanse: Found inside of the Church, Stonehelm
  • Risen Dead: Found inside of the Church, Stonehelm
  • Haunted Mine: Found inside of the Tavern, Stonehelm
  • Special Mixture: Found inside of the Tavern, Stonehelm
  • Kidnapped Miners: Found inside of the Mines, Stonehelm
  • Butterflies: Found inside of the Tavern, Stonehelm
  • Bad Luck: Quest line, Stonehelm
  • Stop the Invasion: Found inside of the Tavern, Stonehelm
  • Graduation: Found inside of the Smith Building, Stonehelm
  • Sweet Home: Found in the streets, Stonehelm
  • Missing Soldiers: Found inside of the Tavern, Stonehelm
  • Bad Jack: Found in the streets, Elven Camp
Accessable with Lvl.5
  • Lost Delivery: Found inside of the Haunted Mines, Stonehelm
Accessable with Lvl.10
  • Dark Essence: Found inside of a building, Elven Camp
  • Brutal Murder: Found in the streets, Stonehelm
Accessable with Lvl.15
  • The Ambrosia: Found inside of the Church, Stonehelm


Change Log


- Added: 3 new unique armors.
- Added: 5 different gems may be dropped now, they grant exp and gold!
- Added: 2 new Quests are available!
- Added: Quest - Kidnapped Miners, inside Stonhelm Mine
- Added: Quest - Special Mixture, inside Stonhelm Tavern
- Added: Main Quest can be completed now! Cheers!
- Added: You can enter and clear the last dungeon now!
- Added: A healing priest at the Elven Camp.
- Added: Destructable doodads were placed all over the map. You can destroy pillars, tables, barrels, trees, benches and more!
- Added: A Multiboard that displays creep kills for each player and your amount of found secrets. It can be maximized and minimized as you please.
- Added: A map preview image will be displayed now.
- Added: A loading screen image will be displayed now.
- Added: Some minor potions that will be consumed after usage, however they do stack.

- Changed: We reworked potions and tooltips. They are polished now.
- Changed: Reworked backpack-system. You can now easily transfer items from your backpack inventory to your hero and vice versa. You can move while having your backpack
- Changed: No more exp are lost on death but you lose 10 % of your current gold.
- Changed: The effect of the Spectres Ring. Falling Meteors shall crush your enemies now.
- Changed: Level up animation is a different now.
- Changed: No more stash space for your house-chest. It now sells your items!
- Changed: Minor area changes over the map.
- Changed: One of the secrets has been changed.
- Changed: Ogami uses another model now.
- Changed: Nasyl uses another model now.
- Changed: Some messages during Quests.
- Changed: Reworked some tooltips.

- Fixed: A bug that let neither Naishas (W) or (R) spell deal damage.
- Fixed: Some further optimizations.
- Added: Automatic gold pick up works again.
- Added: You can now pick a random Elven Hero.
- Added: You can now pick a random Human Hero.
- Added: Two new secret Heroes are accessible now.
- Added: A further secret.
- Added: Three new unique Rings and each one needs its task done before you can acquire it.
- Added: All mages got a staff attachment now.

- Fixed: Electric Ring and Sparkling Orb no more attack neutral units.
- Fixed: All abilities are no longer affecting neutral units now.
- Fixed: You can teleport back to Sunken Runis now properly.
- Fixed: Potion tooltips now display properly.
- Fixed: Several Quest typos have been cleared.

- Changed: Sylvie is melee ranged now.
- Changed: Naisha wears bow(Weapon) only now.
- Changed: Farion wears cloth(Armor) and sword(Weapon) only + is melee ranged now.
- Changed: Attack types now are: Staff(Magic), Bow(Piercing), Sword(Normal)
- Changed: Armor types now are: Cloth(Light), Leather(Medium), Iron(Heavy)
- Changed: Customised attack and armor types.

vs
Light
Medium
Heavy
Bow
125%
100%
75%
Staff
100%
75%
125%
Sword
75%
125%
100%

- Changed: Bad Jack (Quest) has changed completly.
- Changed: Ambrosia (Quest) boss has been changed a little.
- Changed: Each Quest now display it's own icon visible at the Quest log.
- Changed: Hints have changed.
- Changed: Appearance of tooltips has been changed and improved a lot.
- Fixed: No more memory leaks. A lot of hours were spent therefor.

- Changed: Automatic gold pick up is deactivated until it works properly again.
- Added: A new Dungeon: "Old Mausoleum"
- Added: A new Quest: "The Ambrosia" (Stonehelm, req. lvl 15)

- Fixed: Quest dialog of "Haunted Mine".
- Fixed: Major bug that only happend to the 2nd player making him unable to leave the "Elvencamp Tavern".

- Changed: Stonehelm Tavern is your new starting area now.
- Changed: Stonehelm Tavern looks different inside now.
- Changed: Heroes of Stonehelm will now display above the head of the heroes at character selection.
- Changed: Trading gold beneath heroes is no more possible now.
- Changed: New special effect displays when pickig up gold now.
- Changed: Appearence of the indoor-teleporters inside of the Sunken Ruin.
- Changed: Sweet Home (Quest) - Reduced the amount of enemies from 8 to 4.

- Changed: Optimized New Rings
+ Sparkling Orb: Shock cooldown increased from 10 to 12 seconds.
+ Electric Ring: Shock cooldown increased from 5 to 13 seconds.

- Changed: Optimized some Spells
+ Sylvie: [Q] has a new chain model now.
+ Sylvie: [E] has a new chain model now.
+ Sylvie: [R] the trap pulls enemies now. Has a new chain model now.
+ Varan: [Q] has a new poison arrow model now.
+ Larra: [E] damage reduced from 2.25 x strength to 1.5 x strength. Numbers of explosions increased from 2 to 3.
- Added: 3 new Rings.
- Added: A new quest: "Sweet home" (Stonehelm, req. lvl 1)
- Added: A new quest: "Brutal murder" (Stonehelm, req. lvl 10)
- Added: The left wing of the church now is accessable.
- Added: Vendors now have a custom shop icon above their entrance.
- Added: Unaccepted quests will now show a question mark above the head of their quest giver.
- Added: NPC names now display in a tooltip above their head (like "Quest Giver", "Merchant", and further).

- Added: Two new buildings
+ The Tavern of Stonehelm, a warm home for stranded citiziens.
+ A new building, a possible home for your hero.

- Fixed: The Miner merchant won't sell items anymore before the appropriate quest is done.

- Changed: New Starting Area
- Changed: Stonehelm Terrain became a rather big style-push!
- Changed: Elven Camp Terrain became a big style-push!
- Changed: Teleporter around the map are now better visible!
- Changed: Dark Essence (Quest) - A new model for the Quest Giver "Ghosthunter"


Credits




Keywords:
Dark Times, dungeon, quest, adventure, dark, times, RPG, 2 player RPG, horror, cinematic, single player, multi player, blood, quest, Imago_, Lockheart
Contents

Dark Times (Map)

Reviews
19:20, 15th Mar 2014 Orcnet: Map approved.
Level 3
Joined
Aug 29, 2006
Messages
55
I played through the map a second time, and things were much faster/easier this time through. I was the human sorceress (instead of the elvish "move things around" mage), and I think she might be a bit more powerful than Mr. Move Things about. But then again, I was also min/maxing a lot more this time, since I knew the proper order to do things, and how all the in-game systems worked.

By the way, I didn't buy any "big items" this time, until very late. Instead, every time I got 500 gold or a purple soul thing, I immediately transformed them into a talent point at my stash, and I maxed talents points by around level 10-12. I even had one extra talent point at the end of the game (from reaching level 15), and still bought two "leet" items at the end.

--COLORS--
9. The "Dark Purple" used in several places (like for "experience" rewards) is too dark to read.

10. Similarly, the "Light Brown" used for Pendant of Water, and the other Amulet you get from the Kraken also is hard to see in game. The different colors are cool, but you should check them all carefully in game to make sure they both stand out and are legible

--ITEMS-- Overall, the user interaction with items has the most room for improvement.

11. Increase the selection size of items...they are hard to select and pick up sometimes

12. Don't drop items directly on top of each other (harder to pick up). Sometimes globes of health/mana which you don't want to pick up yet block you from picking up an item you want, because they are all overlapping. Maybe on monster/chest death, drop the items a random (small) distance from the dying monster's position instead of all right at its position?

13. Increase the "item acquisition range" a little bit. I don't remember if it's a global, or a specific unit property, but it would be much nicer if it was increased by 50 or 100 on your backpack unit. I think you backpack unit might be "following" your hero around, because lots of times I couldn't pick up an item if it was in front of me, but I could if it was behind me (because it was closer to the backpack). Players shouldn't have to think about this...increasing item acquisition range might make this all a better experience.

14. When you try to pick up an item which "you are already carrying one of these"...it currently just drops the item at your feet. Better than this, give this item to your "backpack hero" if he has space in his inventory. Much better user experience.

15. Since most classes can use only a small % of items, the user experience of item drops is kind of annoying. A ton of rusty daggers, swords, and armor you can't wear are dropping, and you want to be picking them all up and selling them. I would suggest adding a few "gems" or similar such item into the drop table...when you click on it, it gives you gold (+5, +10, +25, or something like that). This has the same effect as different types of items dropping that you can sell, but is a better experience, because you don't have to leave a bunch of stuff on the ground and are still getting the same benefit. To be clear, I still think rusty daggers and bows, etc, should be dropping, but maybe at about 70% of their current rate, and the other 30% is direct-to-gold.

16. Giving items to your "Stash" doesn't seem to work. Or maybe it does, but didn't work when I tried it. If this does work and I just failed, it's not easy enough yet.

--QUESTS--
17. You get several Quests for the "slums area" long before you can actually go there. Because one came from the Paladin next to a force wall, the first time I played through the game, I thought that the force wall was supposed to lead to the slums and that there was a glitch in the game. Even though it doesn't make a lot of sense to think the slums is through that force wall, it made sense in a way, because the first "clean out the zombies" quest you got from the guy on the right opened the force wall on the right. Since the Paladin is sitting in front of the force wall to the left, it makes sense to think it will open when he gives you his quest. My belief that there was a glitch with the slums area went on for 30-45 minutes before I actually got access to it, because I had all these slums quests, but couldn't actually go there yet. Maybe only turn on the slums quests once the slums are open? Or maybe, indicate in the quest log where the slums are. Or maybe have a guard tell you "Sorry, the slums are off-limits until further notice." whenever you walk near there, until they open up. You don't want your players to be confused.

18. When the "Village Elder" (Medivh model with a guitar) gives you the last quest (Gravekeeper?), he doesn't lose the EXCLAM over his head.

--MISSPELLING / GRAMMAR--
19. "Strength" is misspelled as "Strenght" in many places.

--GAMEPLAY AND HEALING--
20. It would be nice if there were more healers in the game. Running back and forth the church over and over again is a pain. One idea is to put a "village priest" in the Elven Encampment "square" right by the teleporter (where the shops are). Then, you can teleport there from any teleporter and get healed. Better user experience than teleporting all the way to the main town, then walking all the way down to the church, then walking all the way back up to the teleporter, etc.

21. Elixirs/Potions...do they exist ? There is a hint telling you to get one as soon as possible, because they make you more sustainable, but after playing through the game twice, I haven't seen one yet. Maybe adding these in will be a good solution for the "not enough healers" problem above. Another option is to drop health/mana globes slightly more often.

----Thank you so much for making this amazing map. I hope some of these suggestions are helpful. Most of them aren't actualy bugs, but are about improving the player experience.
 
Level 14
Joined
Nov 17, 2010
Messages
1,265
21. Elixirs/Potions...do they exist ? There is a hint telling you to get one as soon as possible, because they make you more sustainable, but after playing through the game twice, I haven't seen one yet. Maybe adding these in will be a good solution for the "not enough healers" problem above. Another option is to drop health/mana globes slightly more often.

You can purchase them in the alchemist shop. Go to the cauldron in the fireplace and buy them from that. They are really really handy. Especially if you save up for the one that replenishes both health and mana while boosting the max health and mana of your hero
 
Level 3
Joined
Aug 29, 2006
Messages
55
Ha! Didn't even think of checking that (although I did notice that the cauldron looked cool).


**EDIT:** Just played through again this morning as the Elven Archmage. Wow, the elixirs make a BIG difference! I saved up for the most expensive elixir and got it as my first item. After that I just walked through the Sunken Temple no problem. I died several times on different bosses, but I guess that's going to happen when you solo the game with a mage. Died like 3 times to the Gravekeeper, 3 times to the Ghost House, and (sadly) three times to the ghost boss in the Kobold Cave....I think I did that one out of order. Should have taken on the Kraken first, who I killed easily without dying. Only died once to the Skeleton King. As Darius I beat several bosses without dying.

Anyway, my comments about adding more healing to the game are wrong. The elixirs totally make up for that.

But: are elixirs supposed to be hard to find (like a kind of secret)? Or are they supposed to be obvious. I had no idea they were sitting there in the cauldron (which is very cool, btw). If you want it to be more obvious that they are there, maybe add a special effect to the cauldron, or something like that?

Amazing map.
 
Last edited:
Level 10
Joined
Jul 5, 2012
Messages
230
Well. This is quite a long one. Imago and I chose to sit together for a proper reply. First of all thanks for your time frogge - now let's begin.


You should remove the butterfly models from the map when they are "found". It's a little confusing to have butterflies still floating around (but not be clickable anymore). I'm guessing the butterfly model doesn't have a death animation and that's why it doesn't disappear?
You got a point. I think so, too. Imago says that they keep staying 'cause they don't got a death animation and together you and I convienced him to remove them due triggers. So this will be changed.
It would be better user experience if you can hit escape during a "cinematic", ie when you are getting a quest. Many people read fast, and then have to wait around for the timer to end.
You can simply skip the cinematic with 'accept quest'. Most imporant details will be displayed or can be inside the Quest Log.
If you accept a quest without first talking to the person, by mistake, there is no good way to get the quest description. Perhaps the Quest Log should contain a little more information?
The displayed text should show the most important details but it's true that I could add some more information to the Quest Log.
A few boss fight seemed completely imbalanced, but then again I was playing single player (easy mode), and it's possible that you're just always going to die without a second player. Mostly I just died over and over again until finally wearing the boss down.
As you stated later you forgot to make good use out of the potions. Especially if you're playing as a solo wizard (or someone as squishy as wiz) you've got to expect some deaths during boss fights without enough sustainability.
I played the Elf Wizard with "Light Grapple"...that is a very cool skill, but I think it could be improved, because it tends to miss a lot. For example, if you cast it on a unit from out of range, your hero walks up and casts the spell. You are expecting that you will cast from the edge of where it will hit, but the spell goes all the way up to the monster and doesn't grab him. I would suggest slightly decreasing the range. on the dummy spell, or slightly increasing the range on the trigger version, so that you are hitting monsters at the edge of your range. Also, many times I cast the spell point-blank on a monster next to me and it missed. I think maybe it should hit things in a "wider" area, just by a little.
Imago recognized this, too while testing him. If you cast the spell right infront of the enemy unit (you don't have to klick the enemy itself) Light Grapple flies straight and hits. However, the spell will get a "wider" hit area.
This is the biggest "bug": "Saving" doesn't seem to work very well. I have this same problem in my map, actually. When you load a saved game, lots of things break. My hotkeys no longer work correctly, it makes a "map pinged" noise every time I select a unit, etc etc. I'm not sure what the best way to do this is...maybe a "load code", so that people are always starting the map from scratch and it's getting initialized correctly? Don't know.
Well to be honest I really don't like save-/loadsystems. We also think players should be capable of playing it in one turn without to save or load anyway.
I'm sure many people have already told you this, but you need someone with better English grammar / writing to go through your toolips and quests, etc, and fix a lot of misspellings and grammatical errors. You map is very good, so I'm sure lots of people would be happy to help in this way (for example, I would).
Yea, it's true, Imago didn't care enough while creating the triggers. We'll make sure to improve the textes later.
Inside the Kobold Tunnels, in the area behind the forcewall (with the ghosts and skeletons), there is a place where you can walk through the pathing blockers. It is near the far right wall (past the path that goes down to the bossfight), slightly above where the train tracks disappear into the rubble.
Fixed.
The "Dark Purple" used in several places (like for "experience" rewards) is too dark to read.
Purple will be changed together with the things mentioned at #7.
Similarly, the "Light Brown" used for Pendant of Water, and the other Amulet you get from the Kraken also is hard to see in game. The different colors are cool, but you should check them all carefully in game to make sure they both stand out and are legible.
Amulets color will remain, however. Feel free to tell us what's your opinion on a better color code if you want to.
Increase the selection size of items...they are hard to select and pick up sometimes.
Unfortunately we can't. We tried and it didn't work. Maybe we'll try to fix it one more time.
Don't drop items directly on top of each other (harder to pick up). Sometimes globes of health/mana which you don't want to pick up yet block you from picking up an item you want, because they are all overlapping. Maybe on monster/chest death, drop the items a random (small) distance from the dying monster's position instead of all right at its position?
Good idea. Maybe.
Increase the "item acquisition range" a little bit. I don't remember if it's a global, or a specific unit property, but it would be much nicer if it was increased by 50 or 100 on your backpack unit. I think you backpack unit might be "following" your hero around, because lots of times I couldn't pick up an item if it was in front of me, but I could if it was behind me (because it was closer to the backpack). Players shouldn't have to think about this...increasing item acquisition range might make this all a better experience.
It indeed is a global and it's fixed now.
When you try to pick up an item which "you are already carrying one of these"...it currently just drops the item at your feet. Better than this, give this item to your "backpack hero" if he has space in his inventory. Much better user experience.
One more good idea mate. It's planned anyway to improve to bagpack some more. It will be changed.
Since most classes can use only a small % of items, the user experience of item drops is kind of annoying. A ton of rusty daggers, swords, and armor you can't wear are dropping, and you want to be picking them all up and selling them. I would suggest adding a few "gems" or similar such item into the drop table...when you click on it, it gives you gold (+5, +10, +25, or something like that). This has the same effect as different types of items dropping that you can sell, but is a better experience, because you don't have to leave a bunch of stuff on the ground and are still getting the same benefit. To be clear, I still think rusty daggers and bows, etc, should be dropping, but maybe at about 70% of their current rate, and the other 30% is direct-to-gold.
True. Hm. Seems like our to-do-list is getting longer and longer. So much useful ideas. ♥
Giving items to your "Stash" doesn't seem to work. Or maybe it does, but didn't work when I tried it. If this does work and I just failed, it's not easy enough yet.
Woopsie seems like the currently hosted version isn't really up to date anymore by now because the stashing space is removed already as it was automatically selling your items.
You get several Quests for the "slums area" long before you can actually go there. Because one came from the Paladin next to a force wall, the first time I played through the game, I thought that the force wall was supposed to lead to the slums and that there was a glitch in the game. Even though it doesn't make a lot of sense to think the slums is through that force wall, it made sense in a way, because the first "clean out the zombies" quest you got from the guy on the right opened the force wall on the right. Since the Paladin is sitting in front of the force wall to the left, it makes sense to think it will open when he gives you his quest. My belief that there was a glitch with the slums area went on for 30-45 minutes before I actually got access to it, because I had all these slums quests, but couldn't actually go there yet. Maybe only turn on the slums quests once the slums are open? Or maybe, indicate in the quest log where the slums are. Or maybe have a guard tell you "Sorry, the slums are off-limits until further notice." whenever you walk near there, until they open up. You don't want your players to be confused.
We will think of something.
When the "Village Elder" (Medivh model with a guitar) gives you the last quest (Gravekeeper?), he doesn't lose the EXCLAM over his head.
This is only because the map is unfinished by now. His quest will proceed.
"Strength" is misspelled as "Strenght" in many places.
Unfortunately we are aware of it. When I recognized it and told it to Imago most of the textes were done already. You should have seen his face back then.
May be changed with the last polishing but I kind of like the idea to let it remain since it became a running gag to me.

Lastly we are really greatful for the things you stated as most of them are really useful.
I also want to drop a big thanks (and a "Hiiii-mate~") to you Veritas for answering frogges question.

We promise you an awesome comming update.
 
Level 3
Joined
Aug 29, 2006
Messages
55
Thanks Lockheart and Imago! It's great that you guys are so responsive and open to suggestions.

Let me know if you need any help with spelling/grammar/tooltips/quest descriptions, etc. I would be happy to take a bunch of screenshots and make suggestions, but only if you guys want the help. Now that I've played through the map a few times, I just "accept quests" and don't really read things anymore, so it doesn't affect me. I think it would make the biggest difference for new players seeing the map for the first time, and give them a better first impression.

So, I'm happy to help, but only if you guys want the help.

Question: does the "secret" you get for doing all the quests happen in the beta? I have yet to see it, and I'm pretty sure I've done all quests.

Update: I tried loading a saved game with some other characters, and didn't have the same problems. So, it was just the "Kinetic" and just one time, with the weird "Load Game" bugs. So this might not be a problem after all. And as you say, I understand the game is designed to be multiplayer, and thus "beat in one play through". So it doesn't matter anyway.

Keep up the excellent work!
 
Level 3
Joined
Aug 29, 2006
Messages
55
Just played through the game again as the Phoenix Mage. Oh man, he kicks a**! His spells look awesome, and have great flavor. On easy mode I only died one time, to the Skeleton King, and I was very very close to beating him. I think if I'd popped my ultimate at the beginning (before leveling up), and thus gotten to cast it twice, I would have beaten everything without a death. My strategy this time was to get three potions on him (health, mana, and the purple one for both), so I can live through boss fights. His AOE is so good, I was able to get through all boss fights without dying :)

Also played through with Rosalind on easy mode, and she was really good, too. Didn't die with her until Skeleton King, either.

Anyway, here are some more bugs / things to potentially fix. As always, just suggestions, everything is up to you:

1. The cooldown doesn't display on the mana potion...I thought it might be because it shared a base item or a cooldown group with the healing potion or something like that, but no, even when you just have the mana potion, no cooldown displays (it has the correct cooldown, but you can't visually see it)
2. Phoenix Wave hotkey is broken on the Phoenix Mage--> it's set to (C) instead of (W)
3. When you select some certain heroes, the backpack is put in F1 slot, and hero is put in F2 slot. Not a big deal, but might be worth fixing.
Correct Heroes: Nasyl, Varan, Darius, Faralda, Felian, Larra, Farion
Reversed Heroes: Rosalind, Lazarus, Lockheart, Naisha, Sylvie, Arianna <--- fix these
4. Small detail: when you go through a door and your hero is teleported/moved to a new location on the other side, perhaps you should also change the hero's facing angle, so that he is facing forward. Currently, he is frequently looking backwards because he keeps the angle he had when entering.
5. On some of the ultimates which move units around, like the Phoenix one, or Whirlpool, or Darius' Ultimate, sometimes the enemy units get pushed past pathing blockers and out of the "play area", and then can disappear or become hard to kill. This matters for things like zombies and necromancers where you have to kill them all (zombies especially, because killing all 40 is necessary to unlock the Old Mausoleum with the skeleton king). Maybe have more zombies than exactly 40, so if this happens, you can still fulfill your quest requirement?
6. disbutton missing on "Info" inside your bag --> turns bright green on f10

PATHING BLOCKERS MISSING:
- In Mine, where there are the two ghosts (top right) in front of some boulders. Can walk through the boulders.
- At end of bridge into the Slums, you can walk through the "ruined tower" and slightly left of that, as well, into the water, and then out through the giant boulders
- The north wall of the haunted house
- the stream right before the gravekeeper, you can walk through the top boulders (north) above you.
- you can walk through the tree in the center of the gravekeeper area
- you can use movement abilities (like rosalinds) to jump over force walls and get access to off limit areas. I used this to explore the (final?) area with the liches. Very cool! I suspect you won't fix this, as it's kind of impossible to.
 
Level 3
Joined
Aug 29, 2006
Messages
55
Another one: Felian's Ravens don't teleport/move with him when he goes through doors. Not a big deal because when he casts his spells, they always teleport to his location.
 
Level 10
Joined
Jul 5, 2012
Messages
230
Thank you once more for your input, especially the missing pathing blockers. Most of the things are already fixed in the comming version. But there are some things like the one with Felians Ravens, they do follow him even if you don't cast after entering a new area. The thing is they have to travel across the map since they are not affected by the teleport. So you would just have to wait a few seconds or, as you said, cast a spell.

For now we are rather busy but things go well so far. Right now we don't need further input as we first want to complete some other things first. I hope you enjoy the map. A rating is appreciated. Unfortunately I can't tell you the release date of the new version but hopefully it's gonna be done soon enough. Bye for now. :)
 
Level 3
Joined
Aug 29, 2006
Messages
55
Just played through the new version with Faralda. Great job, guys!
There were many improvements, and I enjoyed the newest version a lot.
However, inevitably several things were broken, and so I made a big list:

**EDIT: changed bugs 1 and 2**

1-2. After most of the "TALK" cinematics, your hero starts running in some direction. I let my hero run without issuing a new order, and he ran all the way to the Sunken Ruin and through the door. I think there is there some "move order" accidentally getting issued from many "TALK" quests now. I looked in the trigger editor and couldn't find it, though. This bug causes not just your hero to move somewhere, but many of the unselected heroes. Many of them run to the kobold mine and kill half the kobolds for you. I see Naisha, Lazarus, Rosalind, Lockheart, and Ogami right at the entrance, and further in to the mine, Silvie.

3. **edit this only happened the first time I played the new version, and it hasn't repeated again yet** It still gives the old butterfly quest, and a new "bottle" quest, but I couldn't find any butterflies anywhere, nor bottles. Also, I'm pretty sure these quests didn't show up on my quest menu.

4. you can mouse over and see Bloodreaver through a grate near the start of the sunken ruin

5. **EDIT: I read the change log and it's intentional to give you more things to interact with in the environment** Fir trees around the world pillars inside the sunken ruin can be attacked and destroyed. I don't love this new change, because you are alerted that there are several secrets to find, and I think many players will assume there is some secret linked to these destructibles...unless there is! In which case, I haven't found it yet.

6. **EDIT never mind, it's fine** health regen on the zombies feels a little too fast. with level 10 faralda, she is doing no almost damage with just her attack in the slums area. But perhaps that's because one of the zombies had a health regen buff on it? I couldn't tell if it did, or not, but I read about this new buff in the bestiary, so maybe that's it. I definitely like the idea of health regen on the zombies, but I feel like it's too fast (at least in single player).

7. after unlocking the secret area with the explosives, when I walk back through the doorway (where the boulders were), there is a pathing blocker missing and I was able to walk up and under the grate in the main area

8. in the maiden of pain fight, most of the pairs of Seductive Witches after the first pair were spawned "out of bounds" in the grates where they were mostly invisible. Maybe they are supposed to "jump in" to the playable area, but they weren't all doing it. Or maybe they are supposed to stay under the grates...but I think probably its not quite working the way it's supposed to yet.

9. Both chests in the final dungeon don't open

10. Ambrosia Quest - level 15 requirement is too high. At least in single player mode, you only get to about level 13-14 by the gravekeeper, having killed everything and gotten all quest rewards...this means you can't do the Ambrosia Quest until you are most of the way through the final dungeon, at which point it's backtracking and many players will miss it. I think level 10 is better for Ambrosia, or maybe level 13?

11. after you kill bloodreaver, none of the tooltips on your abilites display anymore. It also gives you so much XP you hit level 30 (not sure if that is intentional or not).

Very cool update! I think that once some of these bugs are fixed, this will definitely be the best version yet! This map just keeps improving :)
 
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Level 23
Joined
Jul 26, 2008
Messages
1,319
Hi Lockheart, do you have any suggestion as to what is the most difficult difficulty for a single player with the possibility of winning? Basically, i will play solo, but i want a really good challenge but with the chance of being able to win :)
 
Level 14
Joined
Jan 9, 2014
Messages
33
Hi tulee, it depends on which hero you choose. As a mage I would recommend you to select difficulty very easy. Agi and stregth based heros may even have a chance on difficulty normal! My favorite character is felian, if I play it solo. His healing abilites are quite useful, if you are on your own ;) Have fun!
 
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Level 23
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Jul 26, 2008
Messages
1,319
Hi tulee, it depends on which hero you choose. As a mage I would recommend you to select difficulty very easy. Agi and stregth based heros may even have a chance on difficulty normal! My favorite character is felian, if I play it solo. His healing abilites are quite useful, if you are on your own ;) Hafe fun!

Thanks for your reply :)
 
Level 2
Joined
May 29, 2012
Messages
13
Hi, there's a bug with Gravekeeper. I played Arianna who has ult "curse" and i think one of the zombies killed another zombie so the second wave never spawned. We were stuck dying over and over vs invul Gravekeeper >_>
 
Level 10
Joined
Jul 5, 2012
Messages
230
Hi, there's a bug with Gravekeeper. I played Arianna who has ult "curse" and i think one of the zombies killed another zombie so the second wave never spawned. We were stuck dying over and over vs invul Gravekeeper >_>

As far as I'm aware of Gravekeeper should be bugfree and you don't have to care if one of the zombies on the ground dies earlier or not.
Do you maybe still have the replay? Well, but we will check this.
 
Level 14
Joined
Nov 17, 2010
Messages
1,265
I also had this problem with Felian. The gravekeeper became invulnerable and the second wave never happened. I figured it had something to do with saving the game. I saved right before the fight. I tried loading the saved game but I got an error so essentially lost my progress :/ I haven't had time to try it again, but I'll let you know if it happens again.
 
Level 2
Joined
May 29, 2012
Messages
13
As far as I'm aware of Gravekeeper should be bugfree and you don't have to care if one of the zombies on the ground dies earlier or not.
Do you maybe still have the replay? Well, but we will check this.

Replay attached. The boss is reached at 42mins.
 

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Level 10
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230
Replay attached. The boss is reached at 42mins.

Wrong replay attached. It says it belongs to Tkok-Eastern_3.2.2.
Did you save and load to syphie? If yes and the problem occours because of that please remember what I keep saying over and over again: Do not save and load.

Because it worked perfectly for Imago and me all the time and this boss hasn't been changed so I really wonder how it could happen. If you still have the correct replay of a bug, feel free to upload it and tell me if you used save/load.

Oh and... happy eastern guys!
 
Level 10
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Jul 5, 2012
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230
I had the same problem too. The gravekeeper became invulnerable and just ran arround. I didn't save or load anything.

It's absolutly normal that the Gravekeeper becomes invulnerable since it's his phase, but this phase should end.

Unfortunately it seems like some of you have trouble with the Gravekeeper.
I just did some testing and I played with Arianna as it was stated she was used, too when the problem occoured.
Please check this image and you will see that for me the Gravekeeper worked perfectly fine.

arianna584ljqkm3f.jpg

So please, if it happens to you that the Gravekeeper won't work send me as many details as you can, however a working replay file would be even better.
Sorry guys but since this problem didn't happen to me even after several rounds of playing I'm a little confused.

If it's just a matter of saving/loading then try to avoid it.
 
Level 21
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Nov 4, 2013
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2,017
Such problems with Gravekeeper didn't occur with me. Yes, he turned invulnerable but then he became vulnerable once more.
And, as all people, I cannot save/load
Soooo bad, I can't complete it in one sit
Oh, and I need help with the awkward quest of the barkeeper. I found only two kegs!!! (One at a shop and one at ghosthunter's home)
 
Level 10
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Jul 5, 2012
Messages
230
Hey friend. Well if you say you can't play it in one sit - I say you can. How about a game with the creator?
Do you use garena or something comparable and are you interested in? If so, we could schedule a date and beat the §%!"$ out of the creeps.
Just let us know. Oh and glad to know it worked for you.
 

Ardenaso

HD Model Reviewer
Level 33
Joined
Jun 22, 2013
Messages
1,820
The map is good for me, everything is cool and nice but I would like to state a few things:

1. The Paladin's "Kill every risen dead" is bugged. I finished the quest but once I turned that to the quest giver, I didn't receive any reward and the quest isn't yet valid as "completed".

2. As I progress through later stages, the cursor became "stiff" and when I hover it to buttons, the tooltips won't show.

3. On the second part of the butterflies (The Missing Butterflies), the butterflies from the first quest should be gone already to avoid confusion.

4. I was a bit disappointed when the game is quickly finished when I turned in to the ship captain. I thought that the widow's husband's bloody note would have any use if I went to Azeroth to meet with her.

Anyway, the game is still good. 5/5 from me, but please check those problems.

Edit:
5. As the Wolf Rider Archer, inside the Old Mausoleum, she can leap to anywhere, eventually cheating the boss fight and the riddled chamber.
 
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Level 2
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May 29, 2012
Messages
13
Sorry, I didn't know lastreplay wasn't auto saved :(
We just completed the game with different chars, no bug on gravekeeper this time.

2 issues:
1. "last boss" can be encountered if you run through wall after the sewer / whirlpool boss.
2. Chests in area leading up to last boss don't open.
 
Level 9
Joined
Sep 15, 2012
Messages
311
Awesome map. I really really enjoyed it!
I wish I could make maps like this: balanced, with well-made custom terrain and scripted enemies.
You really inspired me today!

I only found one glitch: before entering the "evil temple" (is this Mausoleum?) to the right side of the entrance you can walk through the doodads and reach "the void".

I found almost everything except Ambrosia and the last Keg of Beer. :(
 
Level 21
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Nov 4, 2013
Messages
2,017
Balanced is not a word I would use for this map. I played a game with Imago, the creator of Dark Times, and I found that there is unbalance :/
That elf with the ability Nature Command can damage greatly enemy creeps AND even heal allied heroes. I wonder if the rest of the abilities are so strong.
This is why I can't still raise my rating to 5 even if I really want to :vw_sad:
 
Level 9
Joined
Sep 15, 2012
Messages
311
I was refering mostly to the fact that the battles are tuned correctly. It's neither a hack-and-slash nor a struggle to stay alive. Carefuly calculated numbers for hit-points, damage and upgrades.

But I agree with the hero you mentioned. That's the one I picked and he seems quite strong. At least compared to the human archer I tried.
 
Level 1
Joined
Mar 19, 2012
Messages
9
Amazing map! One of the best i have played.
I finished it and killed almost everything in it , unfortunatly i have no ideea how to find kobold boss :( !
can anyone help me or at least give me a hint about it !
 
Level 10
Joined
Jul 5, 2012
Messages
230
Hallo guys. It's been a while. Hope you're doing fine.
Let me answer your messages. (It's really getting time for that *caugh*)

@Len Kagamine: First of all: The Paladins Quest works as it always did. The Tooltip problem is solved along some other fixes and changes for the comming patch. Let me tell you this: There is a use for the Bloody Note. But it has nothing to do with the widow. We're both happy that you enjoyed the map.

@Syphie: Hey ho, the chests in the last dungeon simply are not filled yet. Maybe later. Maybe they'll remain as decoration. Let's see what Imago_ is going to do with it.

@Valenvai/Shadow Fury: First of all, thanks for your kind comment Valenvai. Imago and I both played you're maps, too, but that was a littler longer ago. You can find Ambrosia to the north west of the Gravekeeper. There's a dungeon you can enter once your lvl 15 and got the Quest out of Stonehelm.

About balancing, please all of you notice the following: This is not a Player VS Player game, so there shouldn't be any reason to think of unbalanced heroes. It's simply because each hero has it's own play style and as some are rather the support, some other are great damage dealer. At hero selection you can see what hero fits to which role. So if you want to play a hard round why not pick a not so strong hero then? If you want it smooth, pick some heavy DD - simple, not? The balancing Hero VS Creep is rather good imo. Some herostat values have been changed, however.

Last but not least I must admit I am a little bit confused why you shouldn't increase your rating from 4 to 5 simply because you think one hero is stronger than the rest. This is a truely minor problem that can be changed quick. (Oh and it was already - comming in the next patch).

All of you, thank you for your time and keep enjoying this game.
An update may follow soon.
 
Level 3
Joined
Jan 21, 2012
Messages
45
I had fun but when I tried to load my game the game crashed.
It said something about save file being corrupt.

Its a shame because I got the secret hero and made it quite far :(.
 
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Level 10
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Jul 5, 2012
Messages
230
I haven't played this map recently but I must say you have done a great job getting a following Lockheart! I will do anpother review later if you want.

Funny thing! Just a few days ago I thought of you. No really.
I was wondering what happend with your card game map. So~ Hey pal. If you want to review this map feel free to.
I'ld be glad to read what you think of this map. :)

To all: Imago_ is taking a break at the moment because he is participating at the mini map contest.
However, we got already a new update done including a lot of fixes.
It's not published yet since there are still some things left we want to check first.

Pleace remember: Save/loading the game and a low hardware may lead to crashes.
 
Level 9
Joined
Apr 4, 2013
Messages
373
Originally Posted by Lockheart
Funny thing! Just a few days ago I thought of you. No really.
I was wondering what happend with your card game map. So~ Hey pal. If you want to review this map feel free to.
I'ld be glad to read what you think of this map. :)

To all: Imago_ is taking a break at the moment because he is participating at the mini map contest.
However, we got already a new update done including a lot of fixes.
It's not published yet since there are still some things left we want to check first.

Pleace remember: Save/loading the game and a low hardware may lead to crashes.

Don't worry about the Card Game just yet, I have paused my work on it to finish some of my older projects. Making the cards takes a lot of effort and I need to take a break from it for now.
 
Level 2
Joined
Jun 1, 2013
Messages
14
Steps of amazement:
1: Oh this map has a really good explainive (is that a word) front page.
2: Choose a hero. Much variety, full skill preview. WAUW every character has a custom model portrait AND 3D portrait.
3: Enters game, speaks to the barkeeper. A HUGE amount of text. Which is nice but it is just too much.
4: Notice that you can skip the text and just get the quest with a 'what-to-do list'.
5: Walks out of the tavern. Fixed camera <3 Sees another house. Walks in it. And there it is: classic-style RPG shop + shop keepers with custom animations. WHAT?! How alive is the warcraft III comminuty?!
6: And finaly, the first combat feels really great.
And that was my first 5 minutes of the game. Show me the rest!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
I played with a friend and when we load the game it always crashes. Tried two different save name files. We have the latest patch. What could be the problem?

By the way what editor do you guys use to open and save this map? I tried the World Editor but saving is impossible because it has too many doodads. I opened it hoping to modify something to fix the load game crash.
 
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Level 11
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Jun 15, 2011
Messages
447
This is one of my favorite RPG maps in Warcraft 3.

But man, you might wanna add tags to it, so that it's easier to search. If you will go to maps search, and type "Dark Times". Obviously because you didn't put tags. Go add some like "Dark, Times, Dark Times, RPG, 2P" or something like that.

And add a description to the map, I mean the pre-game description (when selecting the map in-game). If you can't think of some good description, then maybe just put the latest changes (changelog) there.
 
Level 1
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May 7, 2015
Messages
1
gravekeeper

may contain bad grammar

So we played with friend and we liked the map
characters are good
gameplay as far as we can say is good
everything is very good
gravekeeper around 2:14:00 is not very good

so we killed his zombies and tried to kill him but he stayed in his invincible form, we tried killing other zombies which i guess wouldn't help anyway.
is there a way to prevent this happen? is this a rare bug?
 

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