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Deadly Hate

Submitted by Darkfang
This bundle is marked as approved. It works and satisfies the submission rules.
Deadly Hate
Created by Darkfang

For All those whom liked my map, ill be adding a New Version, featuring the same races. Why a new version? It will have reduced loading time, lots of new item, a more echonomic sense and of course a better performance. It will be caled The Dead Crucible (Duel of Gods Melee Expansion). After I Finish the races I will allow players to create their own terrains.


Map Info:

An underground kingdom has been discovered, this forsaken land holds the greater and darkest treasures that can be found, and it is sayd that it brings the most deadly feelings of any heart that dares to beat on it.

You will play with only 1 hero, they outbest even dota heroes in just 10 levels and you will have to find power and stregnth to defeats your enemies. (Heroes that appear in guides will not be furtherly modified)

The objetive of this altered melee map is to create a plataform for several campaings and other game mods such as AoS, Siegue, Tower Defense, Arena, RPG´S and ETC...

Unit Clasifications


Unit Classifications appear in light blue in the updapted ingame descripton.

Summoned: Some units are mainly summoned, so they have this clasification.

Special Summon: Mainly resistant to dispels and many other abilities.

Warrior: Mainly used to attack and phisycal damage.

Guardian: These types of units are in fact kind of equilibrated; their damage capacity is equilibrated to their capacity to resist it. So they can be offensive and defensive at the same time. This unit has some casting and battle abilities.

Wyrms: The epical heavy units, they are good at dealing large amounts of AoE damage and they have great amounts of life. Frost Wyrms, Hydras, Dragons, Chimaeras, Nether Dragons, etc.

Mechanical: Is there any further need to say something, i think not.

Now there are the CASTER roles:

Trickster: Casters of insulting magics, they can have confusion/defensive spells; they also have curses and manipulating spells that allow them to “insult” the enemies in battle. The use of their spells in a cunning way is what make them tricksters (Sorceress, Banshees, Naga Sirens for instance). They can prove to be versatile in battle.

Support: The support casters must at least have a healing ability, something that could save a unit from dying (This is the reason why Blizzard included the Banshees in the Support list). The perfect example of this is the Priest wich is better healing than damaging. Support summon list includes: Runes, wards, spirits and even elementals.

Empower: They are capable of giving battle support to units and themselves (Abilities wich increase the battle capacities of the units; Inner Fire is a support/empower for their armor and damage bonus. Unholy frenzy and Bloodlust are purely Empower abilities. The best example is the Shaman; can increase the battle capacity of your army and also their defense against magical buffs and summons.

Warlock: Casters wich are made for offensive battle spells such as necromancers and warlocks. They can have summoning abilities and enforce powers, but when their function becomes more offensive they become Warlocks. They are good at dealing great amounts of damage. The necromancer is a warlock by instance; can summon offensive servants, increase damage capacities and use their cripple curse (trickster ability) to avoid enemies from scaping and reduce its attack capabilities. And well, whenever a caster has summoning and offensive spells, they are warlocks. The line between a shaman, a mage and a warlock is the summoning difference (For the shamans are the wards and the called “spirits”, for mages are elementals, and for warlocks are ghosts, specters, undead and demons. Of course this unit type is not WoW classes but the unit role in battle). For this reason a shamanic unit or a mage unit will never enter in the warlock class.

Breakers: adept at purely dealing spell damage. Their damage is not good against heroes but they are good at dealing damage to units and sometimes to buildings. Generally u might find this type of casters in mercenary camps and weirdly a 3-4 food cost caster. As their name say, they are good at breaking enemies.

Druid: This must be a special class, cause of their morph abilities. Of course they will always have the subdivisions. (Talon: Druid/Trickster, Claw: Druid/Empower).

I have also changed some things to the towers, and I am glad to say that the blood elves have best (and more expensive, and complicated) towers. They can spend their mana to upgrade their capacities. I have also added the tower classification:

Station Tower: These are basic towers, they cannot attack by themselves but they need to introduce a type of units (Archer for Archery towers) to attack. They are good at killing enemies and their damage is really strong (in this version towers must be feared when they are capable of attacking, when not they are useless). The archery tower can activate improved guard to increase its damage and defense at the cost of 100 mp. Most of the blood elven machines and structures do not regenerate mana, so they need help from the Workers (they transfer mana). And well there will always be the automatic defense towers; they are good in any situation.

Breakers: adept at purely dealing spell damage. Their damage is not good against heroes but they are good at dealing damage to units and sometimes to buildings. Generally u might find this type of casters in mercenary camps and weirdly a 3-4 food cost caster. As their name say, they are good at breaking enemies.

Druid: This must be a special class, cause of their morph abilities. Of course they will always have the subdivisions. (Talon: Druid/Trickster, Claw: Druid/Empower).


Unit Roles
Assault units: They are good at dealing damage, but they are weak and they don’t receive damage that good. They are best to use in short attacks and they must be used with cunning, taking them far from battle and spell damage points and placing them in the top of their damage capacity. Best attack and run, attack and run, ambush, attack and repeat.

Troop units: They are regular damage dealers, their best capacity is to slay assault and assassin units, wich are designed to kill individually. They become good in large groups, but that also makes them weak when fighting AoE casters, Wyrm units (Creatures of AoE damage) and Tanks such as the Mountain Giant.

Swarm Units: These units are really weird (believe me, u all will love them, and hate them; they will remind you of those zombies from resident evil), they are capable of sustain themselves and increase their numbers, they become a real problem in large groups. In this classification enters the Hydra (Wyrm/Swarm for their spawning deaths) and the Arcane Guardian, wich is a mechanical guardian capable of repairing (with automaticysm upgrade the repair time becomes short and the cost too). They can also cast Recovery wich heals the unit for 400 hp, and Refill wich restores 100mp for 200 hp. The arcane guardian cannot regenerate mana and has a 100 max mp. And with their automaticysm upgrade when they die, they spawn an Arcane Generator (Power Generator model, degenerates life, mechanical), it can be targeted by the Arcane Guardian to revive another Arcane Guardian. This might remind u of Age of Mythology with their Atlantic Automate Robots.

Tank Units: Designed to resist great amounts of damage and to distract enemies. They are also slow and they deal a good damage but of course they are expensive. Such as the Steam Tank (Siege/Tank) and the Mountain Giant (Tank).

Assassin Units: These ones are weird, can be hired in the “Assassins Crew” or can be summoned by some sort of ability. They are special units designed to deal high unit damage and to kill heroes. They are weak against spells but they resist the curses and can resist with their abilities the physical damage (defend, evasion, ethereal form, invisibility, morphs, polymorphs, illusion, etc). And when I say they are weird I mean it!, I have changed the mercenary system, so you all may use mercenary units as if they were normal units (training, instead of hiring).

Control: These units are capable of using their abilities to control certain aspects of the battle (such as the Dragonhawk and the Spell Breaker “Control/guardians”)

Siege: Units designed to siege attacks and to destroy buildings with their long ranges. This is a subdivision, because a siege unit can be: siege/assault such as ballista, meat wagon, glaive thrower, demolisher, (most of them) and they can be also tank/siege such as the steam tank. In this case the Raider becomes siege/assault/control.

I have also added the tower classification:

Station Tower: These are basic towers, they cannot attack by themselves but they need to introduce a type of units (Archer for Archery towers) to attack. They are good at killing enemies and their damage is really strong (in this version towers must be feared when they are capable of attacking, when not they are useless). The archery tower can activate improved guard to increase its damage and defense at the cost of 100 mp. Most of the blood elven machines and structures do not regenerate mana, so they need help from the Workers (they transfer mana). And well there will always be the AUTOMATIC defense towers; they are good in any situation.


Hero Clasifications

*10 Hero classifications: This goes more far than the classifications of the primary stats. INTELLIGENCE AGILTY STRENGHT

Conjurer: This is a class of mage hero; it is in fact an equilibrated hero in what spells means (Damage, Trick, Support-Sustent, Defense, teletransportation and Summon). It is good in various aspects. In this category enters the Archmage and the Blood Mage.

Summoner: The focus of these heroes is centered on the summoning of units; these ones are dangerous and can create troops by themselves alone. The classical type would be fitting partially the Firelord (Lava Spawn-Swarm Creature-) and the Old Beastmaster wich I have changed to Hunter Class.

Mystical: Heroes focused on dealing large amounts of damage by using their spells. Firelord by instance wich I have upgraded.

Cunning: The trickster amongst the heroes, designed to confuse, distract, manipulate, curse and disarm enemies with a combination of assault and trickery. In this case the Blademaster isn’t Cunning, it is Assassin because it is designed to slay individual units and pass unseen in battle. The real case of a cunning hero would be the Dark Ranger.

Disruption: A hero wich offensive capacities makes a good defense system also. Mountain King, Tinker, Phoenix Blader, Pandaren Brewmaster, Tauren Chieftain.

Hunter: Hero designed to track, vigilance, assault battle, and to deal battle damage. They can also have some summoning abilities or support abilities, such as the Ranger and the Shadow Hunter. The Far Seer is a conjurer, for its balance in what spells means. Their summons are usually pets.

Keeper: Heroes designed to heal, boost and protect your army. The Paladin, the Death Knight, the Keeper of the Grove by example.

Warrior: Hero designed for physical battle, most of times it is just a half role class than a type; a warrior hero is one that only can deal physical damage. A real disadvantage against heroes like the Blood Mage, however there are items that will always help.

Assassin: Hero designed to slay quickly individual units and move in battle with little harm and cause distraction in their pass. Like the Blademaster, the Warden (Believe it or not, the powers of the warden tend to be physical, through that she requires great amounts of mana to work well in battle) or the Demon Hunter.

Protected: Hero designed to take great amounts of damage. This is a subdivision. PALADIN…

Clusters: Strong against ground units, but weak against air. Tauren Chieftain

Flyers: Weird heroes, they normally have low hit points.


Hero Guides
Archmage
[​IMG]

Crypt Lord
[​IMG]


Features and Description
Features:


*Custom Races:
Featuring the blood elves, naga, and the demons by now as custom races. Else even the night elves and undead has been customized. The races have "racial" bonuses that will feature each, that will grant unique adventajes to each race. Use them properly to win.

*Modified hero system:
You can only have one hero, this heroes have greater powers than normal, extra stats, some base abilities, and they get a lvl 10 bonus ability after learning all of their skills. A hero gets up almost to the level of a DotA hero (without items) only in 10 levels.

*Racial Treats:
Each race (also heroes) have racial bonuses, some may be active and other passive. Races receive many bonuses. Highly recommended to read your racial bonus skill cause it can guide your gameplay. By example: Blood Elf are centered in magic and mana, as they workers can transfer mana to buildings and units. Night elf on night theme, Naga on mutations and amphibious bonuses, Demon on chaos damage and great hostile capacity, Undead on well... dead... if u know what i mean.


*Upgraded Text:
The text of your units is upgraded so you can take a look at how a unit works without training it.

*Essence Items:
The essence items stack with themselves up to 5, it does the life of the player easier sometimes. It is going to be the base items for a new item system im making.

*Especial Custom Terrain:
Dont get scared about the critters flying freely or the mini spiders over there. They cant do anything to you and you cant do anything to them. There is also some new things you may like. The map is done by a custom terrain palette mixing underground as base tileset, lordaeron winter as bonus grass, and icecrown for city and ice tiles. The map is a mixture of terrains, its filled of mineral cristals and undreground waters that flow through the land. These waters are connected to the seas.

This underground land has some powerful cristals that flow through all the walls. this ones channel the light of the sun and the moon with ease and the land is so wide that its always under a permanent light winter.

Terrain is made by my self. ive also modified the trees and some stuff.


*New TP Ways:
I have done some new ways of tp ypur self to avoid some bugs and save space.

*Teleportals:

Freely teleports you back to a point, they are mainly used to go back.

*Summoning Obelisks:
You pay to them so that they teleport you to a specific point (to the center in this specific case).


*Complete Taverns:
The tavern is guarded by ancient spirits of each basic race that will grant you access to all the heroes, you must use the summoning obelisks to go to the center, to go back you must use the teleportals.



*Harder Balanced Creeps:
Creeps have been upgraded, they deal better balanced damage, some have extra abilities, modified damages, proper armors, and they may surprise you. Also creeps after level 6 may be harder to kill than you expect, so beware. Ive also made this to make creeps competent and good as adquisitions to your army if u have possesion, charm, command, shackle or mercenary camps as such.

*Custom AI:
There is no custom AI so far. sorry?

*Needing:
I need spellmakers, triggerers and maybe some modelers to help me with this project. Also i need a good AI maker.

*Objetive:
The last objetive of this map is to create a plataform for several terrainers to use it as a base custom data object, so they can create a serie of fun, well done, and well based altered melee map. But of course for that i need help.

Also this map is going to be the base of a new campaing i will work on, depicting the travels and quests in the fantastic world of World of Warcraft!



Also thanks to

- Paulo APC hunter: for his help in many things such as triggers, etc.
-Revilo: For his great help by creating models.
-Retrosexual: Thx for the essences and many more stuff men!
-Railto: For his critics (i apreciatte revision and critics)
- Rysnt: For helping me with some models ill be uploading
- Bassaee: For his help on fixing the syntax error on the AM system
- Elenai: For his models that where a great help.
- Hive: to many members of the hive in general.
- Dragonfly (Mauro): For helping me test the map many times.
-Michaella Naza: For some good ideas!
- Myself Darkfang: For doing icons, skins, triggers, spells, units, custom data, etc, for your self.... xD


Updaptes

-Fixed blood elves
-Added lots of new items (and promising more in the next version)
-Added relics
-Overtime increasing food cap system
-Updapted Loading Screen[/list]


ADDED -TEST command to allow users to explore the gameplay QUICKLY, TEST enables: -REPICK (heroes) and -LVLUP (heroes). More commands will be added later.

UPDAPTED ORCS, ADDED COMMANDS: -SPR (SUPRESS) AND -MS (MOVEMENT SPEED CHECK), IN THE NEXT VERSION I WILL ADD A MULTIBOARD!


REDUCED LOADING TIME!; RELICS ADDED! TEST!!!!.. (PD: I NEED A TEAM!!!!!) Lets go for those 5000!


Ill appreciate you all if you report bugs, writing mistakes, if something isnt working properly, etc. Ill apreciate critique, but i wont apreciate attacks and aggro. If there is anyone who wants to help, he (or she) is welcome.
Contents

Deadly Hate (Map)

Reviews
Moderator
Vengeancekael: Private Message Date: 2011/Dec/12 16:58:48 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object...
  1. Mgeterno11

    Mgeterno11

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    Terrain is cool, it should not be fixed, the trees looks nice.
     
  2. Soul of Blood

    Soul of Blood

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    Finally got the new Patch and damn this map is good, keep it up man!
     
  3. Darkfang

    Darkfang

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    i will updapte it the next week. I hope i can reduce the loading time.
     
  4. Darkfang

    Darkfang

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    Reduced loading time to 2 minutes instead of the 8 minutes it normally took! I know... DOUBLE POST. But it doesnt matter, as I have sayd this is the UPDAPTE:
    Finished relics!
    Test please.
     
  5. Deathwing_XXX

    Deathwing_XXX

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    How about reducing it more. And the psychiotic sound environment(if you already changed it) why dont you changed it to another cause it kinda makes my head go in a headache but anyways the map is amazing though, ill try it now!!!:thumbs_up::thumbs_up::thumbs_up::xxd::xxd::xxd::thumbs_up::thumbs_up:
     
  6. Darkfang

    Darkfang

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    Updapted! Ive added 2 commands: -SPR: Supression (doesnt work on heroes) and MS: Movement speed check. I didnt change the enviroment sound. I might do, though that i like that echoic neurotic sound.
     
  7. Mgeterno11

    Mgeterno11

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    This map is getting much better, so i make this review:

    Terrain
    It is cool with lots of cool doodads, the waygates seems useful, too, to reduce the walking time through the map.

    Units and heroes
    The units and heroes were good, i like their abilities, and they are creative. The models and icons were also cool.

    Gameplay

    The altered melee maps are my favourite genre of maps, and this is and excellently done map. The middle island, and the several other islands are also spectacular. I also like the idea that you can only summon one hero.
    The loading time is at last not so long as before.

    Other

    Many thanks, Darkfang, for showing my name in the loading screen, i really appreciate that. :cgrin:

    However, 2 things: The orb of water's icon does not show, when i am playing the naga race, and the upgrade for the taunt stomp is missing, sorry. But it is ignorable. i enjoyed this map very much.
     
  8. Darkfang

    Darkfang

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    I took out the upgrade of the Taunt Stomp since I considered it unnecesary. Also i re-upgraded the map, ive added the command -TEST, -LVLUP and -REPICK, ill be adding later -GREED, -JACK, -FOOD and -OMG (gold max, lumber max, food max and all max stuff, i might add a -WTF mode for testings)
     
  9. Mgeterno11

    Mgeterno11

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    Ok, it does not matter. :) Then i think i will try out the new commands.
     
  10. Leorik

    Leorik

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    Very good map,keep on like that :)
     
  11. best_player_88

    best_player_88

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    The map looks well, has nice order to it. But it has milions of text misspelling, only overpowered creeps that are impossible to early creep and the game crushed on me for no reason.
    Keep tring!! :)
     
  12. Darkfang

    Darkfang

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    Crashed doing what?

    For more info, ive updapted BE heros and added 2 more items
     
    Last edited: Jan 1, 2013
  13. Mgeterno11

    Mgeterno11

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    Unfortunately, it crashed for me, too. Maybe beacuse of the leaks or the too much triggers and special effects. try to fix them in the trigger editor (don't know how to do it, sorry).

    But this should not mind you.


    Apart from this your map is getting much beter everytime i play it. i have played the demon race and it is well-balanced. :thumbs_up:

    How did you make these lights balls or something like that which flies throught the terrain?

    Other things shouldn't be changed, they should be always as now.

    The commands are very useful, they make the gameplay much easier.

    Another advice: try to update your map frequently (weekly or monthly). Then i think this will increase the replay values and the numbers of downloads a lot.

    Again, good luck for this map, but it is really ready by now.
     
  14. best_player_88

    best_player_88

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    I'm sorry to say, but it is exactly as i said it is: it crushed while I did nothing, I played vs 1 computer player, the conputer player went random and I went night elves, I fought againts the impossible to kill lizzard and killed most of my archers tring to. Once the archer died I run off with my sick furion and then, I think that the computer player did something, since there was nothing in particlar that I did, then the game totaly crushed.
    PS: please take more note to my other mention, off course all maps in world (include bnet this is why there are updates) are bugfull, there is nothing wrong with having a game crush bug as long as you keep searching for it, other than that, the most important note is about the misspelling!!! you try to understand about archer abilities: "it do - hide , - nightshade - - - - ----- - and -abletoATTACK!!!!! - " well it is not 100% how it was writen but this is actually the most annoying thing about the map, I will never host a game with so many misspelling of random miss letters and random double line skip ( |n|n instead of |n, on huge scale of misspelling)
    But I will gladly host a map which can crush on random event which is not yet known, since it happens to all maps, even to blizzard's (remember that version where destroyers could regenerate mana off fountain of mana? and statues could use their abilities that cost 2 mana at no cost? XD)
    please take much higher note to the misspelling, this map looks lovely, its THE favorite map of mine out of top ten maps on this site, and it could, in my eyes, reach 1 top in rank, if there was no misspelling who ruin it.
    Good Luck (?)
     
  15. Darkfang

    Darkfang

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    The double lnln is on purpose to separate text, ive checked and I dont have that much misspelling errors.
     
  16. best_player_88

    best_player_88

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    Go Night Elf and try train units. Keep looking, I know planty of map maker who didn't get far since they didn't give enough of their time to test their map and skipped on editing it (they went watch TV or talk with their grandma about their life, etc)
     
  17. Darkfang

    Darkfang

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    Tell me explicitly wich units are wrong, and see the updapted version. Cause i cant waste much time doing it all, since ive got some other stuff to updapte and far more things to do.
     
  18. Warcraft Lover

    Warcraft Lover

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    The relics either have a bug or im doing something wrong. You get a relic and you have to take it in your base and use it on your altar right?......but when im doing that the altar starts to spawn relics around him which causes a huge lag and then an ugly crash. So is it a bug or am i doing something wrong?
     
  19. Darkfang

    Darkfang

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    It is an horrible bug I though I have fixed. Ill check it out.
     
  20. best_player_88

    best_player_88

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    I know planty of map maker who didn't get far since they didn't give enough of their time to test their map and skipped on editing it (they went watch TV or talk with their grandma about their life, etc)