• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Decisive Night v12.3

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Decisive Night
Ver. 12.3
Details
Introduction
This is defensive / survival type map where you must protect the main building while groups of enemy units are attacking your base. Also you can select the difficulty level you would like to face.

Story
Every single time, demonic force called themselves - Sajkats, are trying to devastate Dalaran by destroying nearby located camps. Royal Arrow warriors are ready to clash with Sajkats in this deadly confrontation this night. Enemies are grouping their demonic legions near Sijn camp walls and they are ready to strike any moment. The dark magic of Sajkats shows no mercy to the flesh of human.

Gameplay Modes

Easy Mode
(11 Waves)


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Easy mode gameplay is for the beginners. This is really easy presentation of Decisive Night gameplay. Playing this mode, you can easily get to know map well, to evaluate your possibilities and strategies.

Normal Mode
(12 Waves)


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Normal mode gameplay is for players who are not foreign to the map. Players should know basic ways of playing the game in order to deal with this mode.

Hard Mode
(13 Waves)


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Hard mode gameplay is for quite skilled players who can deal with various unpleasant situations of the game. In order to complate this mode, you will need to know the gameplay very well and know way how to deal with enemies in different situations.

Insane Mode
(14 Waves)


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Insane mode gameplay is for advanced and skillful players who can deal with Hard mode with ease. This mode is exceptional with its difficulty, it is way more harder than Hard mode gameplay. To deal with this mode, you will need to know great strategies in order to deal with annihilating power approaching every wave at your base. Ending is different from previous modes of gameplay, it is exceptional with final wave and boss unit system.

Credits
Icons:

TheHiveWorkshop:
General_Frank
VaLkYroN
Tenebrae
PrMosquito
Eraser|85
BlackDoom
Mr.Goblin
IamtheRper
GooS
HappyCockroach
Mc_!
NFWar


Models:


TheHiveWorkshop:
HappyTauren
Necrokenis
RightField
infrenus
alfredx_sotn
Dan_van_Ohllus
Kuegukecku
Callahan
Meteor_demon
Mr._Bob
Elenai
General_Frank
Tranquil
JetFangInferno
Champara_Bros
WILLTHEALMIGHTY
Pyrite
Nasrudin
Ampharos_222
Daelin
Weep
Sunchips
Vermillion_Edict
levigeorge1617
ZIR
sPy
DonDustin


Wc3Campaigns:
Mc_!
Callahan
General_Frank
TDR
AnemicRoyalty
Jigrael

Notice
This map was made for Single Player gameplay.
Map is not protected.
Resource was made with 1.24e version of Warcraft III The Frozen Throne


Screenshot 1.
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Screenshot 2.
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Screenshot 3.
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Screenshot 4.
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Screenshot 5.
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Screenshot 6.
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Screenshot 7.
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Screenshot 8.
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Screenshot 9.
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Screenshot 10.
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Screenshot 11.
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Screenshot 12.
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Screenshot 13.
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Tips

Tip No.1: Unit position Setup
First thing you have to do is to set your forces in the right positions. Not suprising, that big amount of forces of yours would be able to hold the attacks way better. You don't want your units to be separated or randomly set all over the place. You have to keep your forces close to each other, with this, more damage will be produced in shorter period of time.

Tip No.2: Use the right Strategy

Using the right stretegy could decide everything. For now, I have discovered two types of major strategies. One of them is not so effective, and another one is for perfect gameplay.

1. The most basic and common strategy below:
strat1.jpg

2. Advanced and more effective strategy below:
strat2p.jpg

By using Strategy No.Two you will be able to deal with enemy way more easily, because units in one spot do more damage than separated ones. (According to Tip No.1)


Tip No.3: Manipulate your hero as much as possible
Easy as that. Use your hero. Don't leave everything to your forces, this would be a failure.
Abilities: TLP Jump ability is very useful, it helps you to manipulate hero as well as possible. By jumping into the middle of bunch of enemy and using Thunder Blast and then rapidly jumping out from there is the key for proper damage dealing, with this, your Thunder Blast will deal more damage in area of effect. Use Lightening Fall as much as you can, this is the main massive destruction spell of your hero. With this, you are able to annihilate massive amount of enemies in seconds by targeting as much enemies as you can. Spirales of Holyness is one of the most important ability, umm, every ability is important, hehe. Use it as much as you can, no matter if your hero is not low in health, just use it to heal your forces or hero itself. In Hard or Insane modes, I don't really use Priests to heal my forces, I just count on my Spirales only :) And it works well. Invulnerable Spirits is risky ability to use. Because once it is activated, enemies cannot hit your forces, this makes enemies to overcome your forces and strike the castle directly. I don't really recommend to use it, unless using this strategy: Construct Towers of Shattering --> Wait unitil Grand Tower regenerated 100 mana points --> Begin researching It's time to take a Break research at the Castle --> Immediately use Invulnerable Spirits --> Wait until enemies gather at the centre as much as possible --> Use Self-Destruct ability of Grand Tower of Shattering. This is risky, however, I don't recommned to use it, because you lose more than you get. Its the best solution to use this kind of strategy at the final waves.
Items: Without Items your hero is useless. First thing you have to do in order not to fail - ensure yourself that mana of your hero won't end. If you use abilities often, and you should use it often, mana runs out rapidly. First items you buy should be Stone of Magic or Scepter of Divinity or even both if playing on harder gameplay level.
Another important point of items are combat items. Using items that produce damage to enemies is the great way to success and not to fail.

Tip No.4: Pick the right Upgrades
Don't waste your gold on every upgrade at start. First thing you should to in order to play successfully - get Construct Towers of Shattering research completed as soon as possible. This would produce massive additional damage, great way to manipulate it. As I mentioned earlier, best way to use Self-Destruct is in the final wave, keep it for the last battle.
Also, research unit trainings. Basically, don't use Agility swordmans or Sorcerers, they're actually useless (Except when Sorcerer has its life regeneration aura). Try to get use all your gold at the beginning just for upgrades, because at start, enemies don't attack so hard, you can easily survive that. Try to upgrades all upgrades, except damage / armor ones, leave it for the end. And only at early middle of waves you should feel it, your units should be dying only then, if you are successful player enough.


V1:
Map has been updated by spell changes, unit attack damage fixes, some triggers fixes, unit renaming and rechanging almost all units' models into imported ones.

V2:
Map has been updated by global changing all units' damage points, health points, mana points into much lower numbers(decent ones). Triggers changings, adding 3 new Upgrades at the main building, spells' fixing into right description and into right damage equal units' possibility requests. Global secret items remake. Advanced Gameplay changings.

V3:
Hopefully all Hotkeys fixes. Adding few new upgrades at the main building. Global upgrades system changing. Adding new spells. Adding spells upgrade requiraments. Some spells changings. Reducing damage points of Explosion of Depths spell that uses enemy. And some other trifles.

V4:
Created item shop, changed model of main Building(Castle), fixed upgrades' button positions, increased game motion difficulty, added new powerful unit, changed gold earning system and few other trifles.
Here can be some problems with new unit I've made it the cheap way, didn't pay attention much so it can look little bit weird and don't fit to your other forces.

V5:
Inceased game's difficulty, changed some triggers and other almost not important stuff.

V6:
Optimized, fixed & edited the bigger part of triggers. Improved terrain. Reduced the the file's size. And other trifles.

V7:
- New Preview image.
- New description.
- Global spells fixes and changes.
- From maximum hero level 5, changed to maximum hero level 10.
- Global enemy attacks system change.
- Big terrain and enviroment improvement.
- Added 3 new additional trainable units.
- Added one new item that can be sold by shop.
- Added few new-type enemy units and boss unit that spawns at the end.
- Fixed bigger part of grammar and spellings.
- Optimized some of triggers.
- Reduced the bigger part of memory leak, but not all.
- Changed extra friendly boss' model.
- Created an upgrade that increases maximum food limit.
That's it, I guess. I'm sure I didn't mention all, but these are main changes, others almost not noticeable.
V7.5:
- Improved diffuculty levels. (Easy mode contains with 11 waves, new boss and two new-type enemy units. Normal mode's difficulty has been increased. Hard mode contains with 13 waves, new boss and two new-type enemy units.
V8:
- Balanced difficulty levels. Also fixed a mistake maden there.
- Changed into better system of hero leveling. Also inceased damage done by destruction spells.
- Changed the icon of upgrade named 'Improve Archer'.
- Changed the buff of ability named 'Shield of Will'.
- Inceased the power of bosses. Their spells will make bigger amount of damage and their life points are increased.

V9:
- Added credit list to the thread of this map.
- Increased main building's collision size and added pathing blackers to it in order to do not be able to go through it with units.
- Eddited some of spells' tooltips.
- Added the gates to the entrances.

V10.2:
- Typo fix in some tooltips of Upgrades.
- New map preview image.

V10.3:
- Increased the difficulty level of Easy gameplay mode.
- Increased the difficulty level of Normal gameplay mode.
- Reduced the difficulty level of Hard gameplay mode.
- Reduced the costs of upgrades.
- Added brand new unit, the Tower of Shattering, which can be summoned the same way as Yarkan.

V11.1:
- Reduced costs of upgrades -
- Increased leveling up speed of hero system -
- Improved gold growing system: with harder gameplay mode, gold will regenerate faster -
- Changed requirements of Yarkan Flamingfeather and Tower of Shattering, now it will be easier to summon it -
- Upgrade Frist Weapons now adds more attack points -
- Added the requirements of levels to some of hero's abilities, gained by leveling up -
- Increased amount of healing done by Priest's spell: Heal -
- Reduced the costs of items, being sold at the Tower of Eternity -
- Reduced the damage done by Hardscale Reavent (Hard gameplay mode) -
- Increased the damage done by Void Stalker (Normal gameplay mode) -
- Increased the damage done by Spiderspinner (Easy gameplay mode) -
- Increased the damage done by Archer of Sijn, trained at the Sijn Far Combat Barracks -
- Changed special effects of hero ability: TLP Jump -
- Added an additional special effect to Lightning Fall ability -
- Changed icons of Lightning Fall, Thunder Blast and TLP Jump abilities -
- Modified Yarkan Flamingfeather, reduced health points and size scale -
- Invulnerable Spirits ability's effect duration had been reduced to 10 / 15 seconds -
- Spider Overseer's ability Arcane Explosion's damage had been massively increased -
- Added unit transmissions after the summons of special units -

V11.2:
- Added another camera view to the cinematic -
- Imported music track, which hopefully will give the right atmosphere to the game, this massively increased map's size (by 1.66 MB) -
- Implented rain and lightening weather system -

V11.3:
- Fixed the issue with lightening sound, now there is a sound once lightening occurs -
- Changed model of Hardscale Reavent (Hard mode gameplay) due to problematic texturing, few reavants in a spot creates some kind of errors that ruins the screen, with new model there will no such things -
- Changed Shout of Wrath ability's animations into more decent ones, also ability was strenghtened -
- Increased gold regeneration time for each gold coin by 0.005 second for Hard mode gameplay -
- Now time will not be set by triggers, 20 minutes will take around 6 hours in a game -
- Sijn'ara now have less defense points -
- Now each building has same sound -
- Now Royal Death Knight produces twice less gold after its death -
- Changed the system that prevents from leaving the base, now units that are leaving base and running forwards to the other side of map will be killed -
- Normal mode gameplay now is exceptional with sudden attacks, fifth and tenth waves are hardened, enemies randomly appears in the area of stronghold and heads forward to the Castle of Oblivion. Due to this, those waves contains less of enemy units -
- Added brand new research, which plants five at each entrance of stronghold deadly mines that blows up the enemies once they step on it. It can be used three times only -
- Hard mode gameplay is now exceptional with a strike of one special unit that appears while under the pressure of tenth wave. It massively strikes down your units doing small damage to each, but if it will not be destroyed, your units might be wiped out instantly -

V11.4:
- Cinematic's cameras now do not mess up after skipping it at the right moment -
- Tower of Shattering's ability Self Destruct now also damages flying units, not ground only -
- Hard Mode gameplay's gold will grow slower by 0.015 second for each gold coin -
- Normal Mode gameplay's gold will grow faster by 0.01 second for each gold coin -
- Demonic Footman's model have been changed to a simple skeleton's one, reducing map's size by 175 KBs -
- Dark Sorceress's name have been changed into Dark Mage and its model have been changed into Skeletal Mage, reducing map's size by 195 KBs -
- Dark Bat's gold bounty award have been reduced by 13 gold coins for each -
- Dark Bat's hit points have been reduced by 60 -
- Brand new unit have joined the enemy, The Groundbreaker is marked with massive amount of hit points and its strength. It also has 125 gold bounty award. This unit have healing ability that heals up nearby allies, so make sure to kill it fast -
- Aegis the Doombringer's hit points have been inscreased by 150 (Hard Mode gameplay) -
- A part of enemy units have their damage points balanced -
- Added a special effect to the Castle of Oblivion, imitating the energies of Dalaran shield, that enemies are trying to destroy -
- Environment improvement -
- Marked the line, which kills friendly units once they cross it, with Energy Fields -
- The gates now have twice reduced hit points -
- Now ability Stun cannot bash heroes and now bashes enemy units for 1.5 second instead of 3 -

V11.5:
- Many upgrades and researches now cost less gold -
- A part of trainable units got their gold cost slightly reduced -
- Increased gold regeneration time for Hard Mode gameplay by 0.01 second for each gold coin -
- Yarkan Flamingfeather is now being summoned twice faster than it was before -
- View distance have been slightly increased -
- Death Knight of Ancient Horror and Hardscale Reavant have been slightly strengthtened -
- The last waves of all three difficulty gameplays now are a little bit harder to carry -
- Item's Marskman Signature cost have been reduced by 70 gold, it also now cost 50 mana less to activate it -
- Brand new item now can be acquired in the Tower of Eternity, with which you will be able to damage enemies -
- Item Scepter of Divinity is now fixed and works fine, now it restores mana only, heals no more -
- Tower's of Shattering ability Frost Touch missile model have been changed and its Arc have been reduced, damage aswell. Unit itself is now smaller scale, have less hit points and also have its model changed. Reseach will summon three of these towers instead of one, but only one of them will have Self Destruct ability -
- Some enemy units have their attack speed increased -
- Dark Sorcerer's damage have been increased -
- New research is now available at the Caste of Obvlivion. With it you will be able to turn the caste invulnerable to all attacks for limited time -
- New screenshots at The Hiveworkshop thread -
- Yarkan Flamingfeather's attack type is now Magic, instead of Chaos -

V11.6:
- Aegis the Doombringer's (Hard Mode gameplay) passive ability have been fixed, both its abilities have its range increased -
- Sijn'ara now have 5 slots in her Inventory, instead of 4 -
- Now two Towers of Shattering will be placed on the cliff, so it will be harder to destroy for enemies -
- Three last waves of Easy & Normal Mode gameplay and Hard Mode gameplay's final & tenth wave have been hardened slightly -
- Towers of Shattering research cost have been increased by 75 gold -
- Improve Archer, Improve Knight and Improve Spellcasters upgrades have its cost balanced -
- Research It's time to take a Break now turn the castle invulnerable for 5 seconds longer, from 15 seconds to 20 seconds -
- Now Sijn'ara and Castle of Oblivion are Purple colored, instead of Yellowish. This will give better look, separating hero from the forces and structure fitting well to the design of terrain -

V11.7:
- Towers of Shattering research now summons two towers instead of three, due to overpowerness. Towers were strenghtened -
- Icon of research It's time to take a Break have been changed -
- Aegis the Doombringer's (Hard Mode gameplay) ability have been improved -
- Sijn'ara now have 4 item slots again, instead of 5 -
- Items were set in the shop starting with the most expensive and ending with the cheapest -
- Items have their description improved -
- Items now are balanced and have their abilities slightly changed -
- Sijn'ara is now yellowish color again -
- Added brand new item to the Tower of Eternity, which changes Sijn'ara's color to purple and attach some armor to the model by increasing hero stats and allowing hero to resurrect dead allies. -
- Grand Tower's of Shattering damaging ability have been strenghtened -
- Items Sijn Armor of Eternal Light and Core of the Frozen Sights now have requirements to acquire -
- Defense bonus per agility point have been reduced by 1/3 -
- Item's Marksman Signature target special effect have been changed -

V12.0:
- Demonica Shadowfeather (Hard mode gameplay) now is targeted as an Air unit, instead of Ground -
- Defense of Bow ability now have mojor requirements to use -
- Improve Knight upgrade have changed completely, it makes Knights immunite to spells no more, now it allow Knights to steal life from the enemies -
- Defense of Arms ability have its caster special effect changed -
- Yarkan Flamingfeather now cost 3 Food, instead of 4 -
- Few units have its starting positions changed -
- Dark Bat's ability have been improved -
- Added two new items, mainly allowing hero to damage enemy units with massive damage -
- New difficulty system is now available, the Insane Mode gameplay that contains 14 waves is for skilled players who finish Hard Mode with ease -
- Hard mode gameplay's enemy handicap have been increased by 3% -
- Objectives log have minor changes, also credits now are given in the game itself -
- Now items are droppable and can be sold to the Tower of Eternity for half of its buying price -
- New enemy units coming on Insane Mode gameplay: Lycurgus the Calamituous; Lycurgus the Fire Dominator; Tremor Reavant; Gul; Magma Leech; Whelp of Demonica -
- Stunned buff have been reset to default special effects -
- Last three waves of Hard Mode gameplay now contain Dark Bats that has twice smaller gold bounty award -
- Music track have been removed, due to too high size of map -
- Marksman Signature item now have its special effect changed -
- Core of the Frozen Sights item have its cost reduced -
- Item tooltips fixes -
- Stone of Magic item now is perishable, it disappears once used -
- Yarkan Flamingfeather now have its hit points increased by 1500, also now it have health regeneration rate -
- Ability Lightening Fall now have its damage increased by 20 per second per each level -
- Spirales of Holyness ability have its healing damage increased -
- Explosion of Depths ability have its damage overtime reduced -
- Caster special effects of Lightening Fall and Thunder Blast abilities have been changed -
- Ability Stun now stuns units for 1 second, instead of 1.5 seconds, also its chance to stun is reduced by 5% -
- Shout of Wrath ability now do 50 damage more to each target and deals damage to two additional targets -
- Phoenix Flame ability now deals 140 damage more to every target in its area of effect -
- The Groundbreaker now cost 2 Food for enemies, instead of 3 -
- Research Summon Yarkan Flamingfeather have its cost increased by 220 gold -
- Shout of Wrath and Phoenix Flame abilities' X; Y positions now do not confuse -
- Added new ability to Yarkan Flamingfeather allowing it to become invulnerable for limited time -
- Few new screenshots at The Hiveworkshop thread of map -
- Credits have been given in map itself, it can be checked through Trigger Editor -
- Normal and Hard gameplay modes now regenerate gold slower by 0.01 second for each gold coin -

V12.1:
- Loading screen text corrections -
- Unkeep is not displayed anymore -
- Abilities' Phoenix Flame and Essence of Wrath hotkeys do not confuse anymore -
- Hard mode gameplay's difficulty have been slightly increased -
- Dark Bats at the last waves of Hard mode gameplay have its bounty award reduced -
- Explosion of Depths have higher requirements, its mana cost have been increased and damage dealt have been nerfed -
- Lycurgus the Fire Dominator have have its health and damage points massively increased -
- At the final wave of Insane mode Leeches spawns faster -
- AntiCheat trigger have been removed from the map -

V12.2:
- Magma Leech have been strenghtened -
- Lycurgus the Fire Dominator have its defense and health points increased -
- Lycurgus the Calamitious have its health points increased massively -

V12.3:
- Quest objective correction -
- Now units may leave the base without getting killed -

Keywords:
Defense, Defend, Invasion, Legions, Dalaran, Survivor, Survive, Decisive, Night, Humans, Blood, Elfs, Elves, Undead, Demonic, Survival, Limit, Time, S
Contents

Decisive Night v12.3 (Map)

Reviews
17:43, 29th Mar 2009 by bounty hunter2: Proper resource crediting X (Please mention each person by name.) Proper description √ Proper author name √ Doesn't crash √ + Two approval votes Firstly, I urge you to post the resource...

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17:43, 29th Mar 2009 by bounty hunter2:

Proper resource crediting X (Please mention each person by name.)
Proper description
Proper author name
Doesn't crash
+ Two approval votes

Firstly, I urge you to post the resource creators by name. Just mentioning them as a group isn't proper crediting. But the model choice was great, that I must admit.

To continue, the terrain was done quite fine. Actually it was great. The tree choice should have been better but it still doesn't ruin it.

The spells were basically remakes of regular warcraft ones, with not so good tooltips and some typos. Recheck and fix them please.

The main building collision size is too small, I could go into it, increase it. I don't like how the swordsmen seem randomly placed aswell, you should make them symmetrical it gives you a better feel when starting the map.

Perhaps you should add gates to the entrances, it would be better I think. In later versions perhaps add secret heroes, more waves etc. Remember this is a single player map, thus its size doesn't matter.

With this I conclude my short review. I find this map satisfying, however still lacking more features, and thus it is Approved with a 3/5 (Useful) rating.
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
Yeah, here's actually lot of enemy units to kill, but it's fun couse ur forces are close strong to the enemy and just a couple slays hunderts, if you understand what I mean. :)

Well yes, it's kinda hard. When I play it, I usually screw up at the end, but sometimes I complyte it wothout any problems.

I suggest you when you meet the Sorceress of Doom, to kill them as quickly as possible, because they can ruin entire soldiers wall with one simple spell. Or you could train manny Archers and put on the Defense of Bow to avoid all destroying explosion. I think this is the hardest, to beat those Sorceress, also be carefull with Demonic Draqs, I also suggest you to do not face your hero to a group of Draqs, becouse they'll stunt your hero to death and it's hard to escape, lol. Good luck though.

Thanks for the comment and also for the rating. :)
 
Last edited:
Level 31
Joined
Jun 27, 2008
Messages
2,557
APproject, why is every your map with heroes with at least 500 DMG?! That's a little bit insane... I only like Labyrinth of Horus, only of your maps that is worth downloading... PLEASE make a map with normal damage units!

Where's fun in that? :(

Well I must admit that I actually overdo all these damages, especially at this map. This map is 1.5 years old, I've just updated this map new models and etc, to make all those fights more impressive and I think I did it. Well I think someday in the future I will change all overpowered stuff into decent one.
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
well, i found a spelling error.

Lol, sorry, my bad. I'll fix that in other Update.

I couldn't get it past wave 4 though. But it certainly is fun, but kind of annoying when you only have a hero to defend two lanes. Sure, units are powerful, but not powerful enough.

Thanks for great comment, there are 9 waves of all. What do you mean by saying only a hero to defend two lanes? You're saying that other units doesn't help at all? Well actually for 25 minutes the southern lane is mostly attacking, I think you should get there your hero, but in last 5 minustes, north lane is attacked by entire 9th wave, lol.
Honestly I didn't check it before I updated. You see, I've made it all and I tried to check and I've destroyed all waves without any problems, even hero didn't got to yellow HP. It was way too easy. So I've changed all units into little bit stronger, added like 5-10 damage points and 100-150 HP points, I was expecting that it'll be perfect, but as I see you couldn't get 4th wave. I'll carefully check it and try to beat all waves now. If it'll be impossible to kill it all, I'll update it with fixes for sure.


Umm, I checked it and it was easy too, lol. I'd like to make it harder, but I won't. Maybe it was easy for me cause I used only Archers, I think it's best choisment in this map.
 
Last edited:
Level 31
Joined
Jun 27, 2008
Messages
2,557
I'd be fun if you made it multiplayer hehe.

You mean protecting the base with few users? Well I've never made a multiplayer map, never played in multiplayer with other players too. My WC3 TFT version sucky, even can't patch it, lol.

I think it's a good idea, but I have to improve meself at it cause I have no idea how it works, lol.

if u can add a shop

A shop of what? Items? If you mean the items then you didn't read the hints in main Quest description. There says that hero must survive and etc, also it says that there are some special hiden items for a hero. All you have to do is, to find it. It's nearly the barracks, but I'm not sure if you mean the items though.
________________________________________
Anyway, thanks for rating it 5/5, whoever did it. :)
 
Last edited:
Level 31
Joined
Jun 27, 2008
Messages
2,557
Well, I'll just have to wait until you've improved then. Cause I really like your map.

Thanks :) It would be nice if you could tell me the ways of making it multiplayer, like additional user or something, I don't actually know.

Maybe a shop selling mercenaries?

Mercenaries? Well I think all these units you can train is enough, isn't? The gaming time is pretty short, only 30 minutes so I don't think that someone would want additional units, because all gold goes to upgrades and units training, mostly for upgrades, at least should be for upgrades, lol.
 
Level 17
Joined
Nov 18, 2008
Messages
1,538
Very fun and addictive map!
lol, assassin dragons. That's what they were like because they would just fly out of nowhere past other units and attack the hero only.
A couple things I didn't like

1. No Item Shop
2. Difficulty System (Too easy I think)
3. Only 1 level for each hero ability, and no real custom ones.
4. Add a little more detail to Castle, it is all perfectly symmetrical, it gets a little boring after half an hour of staring at it, since you can't leave the castle. Some gardens, and magical fountains, some rooms with civilians hiding in them. Mix it up a bit.
6. Add more units to train, either new units, or stronger versions.
7. Multiplayer would be cool, but you would have to reduce food limit a lot, because it gets laggy as it is when enemies swarm the screen.
8. Are enemies supposed to attack the castle? Because when some got through they would just sit there behind it.

That's all I could think of for now, 4/5 from me.
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
Thanks for interesting comment, and rating as well. No idea why Dragons act like this, but I think it's good. :D

No Item Shop

Why would you need an item shop? It's not simple melee map with peasants and peons, lol. Cause the time of all action is so short, anyway, I think I'll try to add a shop of them.

Difficulty System (Too easy I think)

Yeah, I was thinking about this too. I'll make it a little bit harder, soon.

Only 1 level for each hero ability, and no real custom ones.

Well I think that's another reason why this map is unique, lol, but what do you mean by saying that there is no custom ones? I've eddited every freaking spell.

Add a little more detail to Castle, it is all perfectly symmetrical, it gets a little boring after half an hour of staring at it, since you can't leave the castle. Some gardens, and magical fountains, some rooms with civilians hiding in them. Mix it up a bit.

You see, it's war base. There are only warriors that are there to protect it.

Add more units to train, either new units, or stronger versions.

As I was saying, all action time is way too short, that's why I put not manny units to train, player can be mislaid, so I tried to make it as modest as possible I could make. Upgrades makes them change for real, lol.

it gets laggy as it is when enemies swarm the screen.

Depends of your computer 'strength', well I get no lag, not even a bit.

Are enemies supposed to attack the castle? Because when some got through they would just sit there behind it.

Can't be, there is a region, big red region that commands every unit to attack the castle when it enters it, that not works to your own units, only for enemy. I've tested that not once, it's like, enemy unit runs straight and when it enters that region, he immediately runs into the main building and starts attacking it. No idea why this is not works for you though.
 
Level 8
Joined
Aug 3, 2008
Messages
391
Simply making the map multiplayer will open a lot of new doors that could improve your map, hence mercenary shop! I meant multiplayer, as in add more players to defend the castle, each player allowed to control a limited amount of units. Also, more enemies!

PM me if you don't really know what I mean, or need help in any way, I'll help as much as I can.
 
Level 6
Joined
Feb 26, 2008
Messages
171
That's an insane game! Oo... Well pretty awsome :) I give 5/5 but it's not good enough so I give 10/10 but that's also not enough! So it's a 100%. For a better rating, add difficulties and balances a little the ennemies.
 
Level 17
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Nov 18, 2008
Messages
1,538
lulz, last time I checked this was at second update. This keeps getting better and better. I am sure that the sequel will be epic. Are you really going to do multiplayer? Well, you mentioned making the map bigger so I guess there would be room. I await the epicness.
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Hmm... I haven't got such good news:

[ + ] No bugs found (except the minimap preview, which doesn't work for me)
[ + ] The models fit the map (except the sauron-model)
[ + ] Nice terrain
[ / ] Pretty basic upgrades, but I haven't got a problem with that
[ / ] Not that much units only 6 if I'm correct), but they've got enough spells.
[ / ] Very basic descriptions (no colors or anything like that).
[ / ] Not really any cool, new spell
[ - ] A lot of spelling mistakes/typo's
[ - ] It gets boring pretty quick (it's always the same, over and over again)
[ - ] Very few items
[ - ] After a while you've got all upgrades/items, but you're only halfway
[ - ] For a 1-player map you didn't use a lot of functions (it's easier to make triggers for 1p only)
[ - ] Mage's ulti ability hits your own units
[ - ] Archers' upgrade says it has a +15% Damage aura, while the arcer's ability says +20%

From saying "5/5, awesome map", the map won't improve, so I'm going to be honest and give this map a 2.5/5 (rounded up to 3/5, be happy for that :p).

It has the potential to become better, but it needs some work.
Try to find someone who will correct your text, because your english isn't good (I'm sorry, it's the plain truth).

Note:
Use triggered spells, according to what I see, you just edited the spells and said "they're custom"
Of course you changed the effects of the spells, but you didn't bring it to a new level.
 
Level 31
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Very basic descriptions (no colors or anything like that).

Lol! Why would you need colors there? In my opinion, colors do not fit at all, looks way too unprofessional and quite childish I would say.

A lot of spelling mistakes/typo's

Everyone says that, lol. Could you PM the exactly mistakes? At least some of it.

Very few items

I think it's enough.

After a while you've got all upgrades/items, but you're only halfway

Well, while I was playing, not once, I finish all upgrades and receive all items in about 20-25 minutes.

Mage's ulti ability hits your own units

I wanted that. That's harder to play though.

Archers' upgrade says it has a +15% Damage aura, while the arcer's ability says +20%

Will be fixed.

Thank you for your time and criticism.
 
Level 28
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Messages
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Lol! Why would you need colors there? In my opinion, colors do not fit at all, looks way too unprofessional and quite childish I would say.
Childish?
I would say it helps the players to understand exactly what the spells do, it isn't childish.

Everyone says that, lol. Could you PM the exactly mistakes? At least some of it.
I will... it can take me a while though ^^

I think it's enough.
3 items + a summon-thing?
Well, if you think that... don't mind it then


I wanted that. That's harder to play though.
You might add this to the description then? ;)
I was playing and casted it in an area with a lot of my units, so they all died... this wouldn't have happened if the description said it attacks your own units too.

Thank you for your time and criticism.
You're welcome, I hope this map gets better soon.
 
Level 31
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Messages
2,557
Childish?
I would say it helps the players to understand exactly what the spells do, it isn't childish.

I thought you meant map description and loading screen. About the spells, I agree with you.

You might add this to the description then? ;)
I was playing and casted it in an area with a lot of my units, so they all died... this wouldn't have happened if the description said it attacks your own units too.

Haha, I laughed at this, sorry, lol. Okay, sure I'll add this notice in the descriptions.
 
Level 31
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May 3, 2008
Messages
3,154
Ok, here is my review about this map.

1) Terrain - I have to said you did a good job for the city terrain. Naturally, a symmetry terrain ain't that hard to make actually. XD

However, the forest need to be remake. Try make a different size and height for those tree, add some dead tree and also a ashenvale tree to make it look more realistic. After all, not all those tree are alive in forest and not all tree inside the forest was the same type.

Try avoid putting those tree soo close to one another all the time as it would make them look unnatural.

As for the swamp, try add some lily pad, weed, frog and more stone to enchance the view.

Just have a look at natural swamp.

ad_Swamp.jpg


2) Scripting/Triggering - Scripting left much to be desire. For once, why do you make such a setup?

  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Wait 1540.00 seconds
      • Trigger - Turn off Hawk Gold <gen>
      • Trigger - Turn on Hawk Gold Secondary <gen>
The wait function are never that accurate and why you want to set this way when you could use bounty turn on action? You still using the elder version of wc3?

A lot of memory leak that seems to be repetitive as well. If you are going to reuse the region, I suggest you to store it into variable for constant reuse without causing memory leak.

The attack trigger isn't at efficient way, if you use variable. You can reduce the amount of trigger that are needed to execute it.

3) Loading Screen & Preview - It seems like you either not using tga files, given a wrong path or you are using 256 * 256 image.

Just take a look at this picture below

1.jpg


4) Typo Error - A lot of typo error, it clearly shown at the map description as well.

Introduction
It's quite hard mode map where you must protect the main building while hunderts of enemy units are attacking your base in 30 minutes.

Every single time, demonic force called themselfs - Sajkats, are trying to demage the Dalaran by destroying nearby located camps. Help Royal Arrow warriors to survive this wild night. Enemies are grouping their demonic legions near your base walls and they are ready to strike any moment. The dark magic of Sajkats shows no mercy.

2.jpg


1.jpg


There is actually more error, but I am too tired and it would take quite a time to point out all of it. Try use website to check out those error.

5) Bug/Error - Mahic Intellect hotkey "H" doesn't work and Golden Shell description need to be fix. The buff icon doesn't match with the ability icon as well.

Some army stay at the swamp area and doesn't advance.

Level 6 waves are too slow, try to set a proper setting for the invasion. For example, if all enemy are dead, give player a 1 minutes preparation time for the next invasion. It much efficient this way.

Also, the invasion was pretty dumb. If I set my army outside the front gate, it was much efficient in defending it since those army was moving forward. You should have use patrol to the area instead of moving to the area.

And it doesn't make any sense that leaving a base cause you to defeat. If you do not want a player unit to leave region, simply make a trigger with event of unit leaves region xxx, condition, if owner of triggering unit equal to xxx player, then order it to move to xxx region and game text you cannot leave the base.

6) Fun/Replayability - I for once said I doesn't enjoy it that much considering those invasion forces are too dumb at this moment. They usually only resulted into assault only when they get deep into enemy territory.

All I need to do was to setup a bunch of archer to repel off the dragon before they reach the castle while the knight and priest guarding the gate entrance along with heroes.

This materal was indeed between the rating of 2 (Lacking) and 3 (Useful), but based on the condition. I would vote it 2 (Lacking) under a few reason.

1) The invasion forces is too dumb, making it too easy. I quit the game due to boredom before I finish the rest of the 10 minutes.
2) When my forces was scattered outside the base, if unfortunate thing happen. I would be defeated, which are pretty annoying and bad thing to be set.
3) Typo error, scripting, icon and hotkey need to be fix.
 
Level 31
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Messages
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Hehe, as always, Septimus, you didn't grudge your time spending on my map. Thank you.

However, the forest need to be remake. Try make a different size and height for those tree, add some dead tree and also a ashenvale tree to make it look more realistic. After all, not all those tree are alive in forest and not all tree inside the forest was the same type.
I'll try to do such things, but honestly, there is not a lot of that forest, just a little part of map. Anyway, thanks for these ideas. It'll help me on my current project, this one as well.

As for the swamp, try add some lily pad, weed, frog and more stone to enchance the view.
You see, if I'd want to make it look like swamp, I would, but why? Player won't see that part of map while playing, so I added some weeds to make it not that empty. Anyway, maximum doodads usage number is far from reality, so I'll try to improve it.

Scripting/Triggering - Scripting left much to be desire. For once, why do you make such a setup?
The wait function are never that accurate and why you want to set this way when you could use bounty turn on action?
Then how? I tried turning these triggers on invasions' triggers, but it didn't work, so I added timer and that solved everything, lolz.

You still using the elder version of wc3?
No I'm not. I just didn't change it once it was done on old version.

A lot of memory leak that seems to be repetitive as well. If you are going to reuse the region, I suggest you to store it into variable for constant reuse without causing memory leak.
As you was saying, since it's not multiplayer, but it's single player map, memory leak is not a global problem. However, I'll try to improve it, but I don't promise.

Loading Screen & Preview - It seems like you either not using tga files, given a wrong path or you are using 256 * 256 image.
Umm, it perfectly works for me. No idea why. I'll try to fix it though.
Screenshot below:
noticeu.jpg


Typo Error - A lot of typo error, it clearly shown at the map description as well.
Description and dialogs are fixed at game with ap0calypse's help and at hiveworkshp will be on incoming update.

Bug/Error - Mahic Intellect hotkey "H" doesn't work and Golden Shell description need to be fix. The buff icon doesn't match with the ability icon as well.
Ahh.. I'm not using hotkeys, so here comes the problems! Will be fixed. :)
Description and icon is fixed, but not updated here.

Some army stay at the swamp area and doesn't advance.
Level 6 waves are too slow, try to set a proper setting for the invasion. For example, if all enemy are dead, give player a 1 minutes preparation time for the next invasion. It much efficient this way.
Also, the invasion was pretty dumb. If I set my army outside the front gate, it was much efficient in defending it since those army was moving forward. You should have use patrol to the area instead of moving to the area.
I agree with you about that. All these waves was set really primitive. Maybe I'll bring meself to fix it.

And it doesn't make any sense that leaving a base cause you to defeat. If you do not want a player unit to leave region, simply make a trigger with event of unit leaves region xxx, condition, if owner of triggering unit equal to xxx player, then order it to move to xxx region and game text you cannot leave the base.
Maybe leaving region is better a idea.
Well you see, if my trigger would be like this, that entering to region unit runs back, it won't work for that one, that wants to leave it for it's own reasons. Because if you'll press more than few times right mouse button to order your unit to go through that region while it stands exactly on it, it'll just run through that region and enter to the zone that I don't want it to be there.
 
Level 31
Joined
May 3, 2008
Messages
3,154
Hehe, as always, Septimus, you didn't grudge your time spending on my map. Thank you.

If a person accept what I told them and willing to improve it, they deserve the review as this is the kind of mapper we need at wc3. Not some little kid that would gone berserk and refuse to accept what had been told.

As you was saying, since it's not multiplayer, but it's single player map, memory leak is not a global problem. However, I'll try to improve it, but I don't promise.

Yes, it isn't a problem at single player. But, it was recommend to fix a memory leak even at single player. Especially when you are using a Event - Every X seconds, Action - Spawn X Unit at X region, considering that it would repeat all over again.

I do not mind a leak at single player, if the leak doesn't effected the game play and it only leak once.

Umm, it perfectly works for me. No idea why. I'll try to fix it though.

If you use 256 * 256 image, it won't work for some.

Maybe leaving region is better a idea.
Well you see, if my trigger would be like this, that entering to region unit runs back, it won't work for that one, that wants to leave it for it's own reasons. Because if you'll press more than few times right mouse button to order your unit to go through that region while it stands exactly on it, it'll just run through that region and enter to the zone that I don't want it to be there.

Not sure what you refer through, if order them to run back doesn't work. Then you can set it to move them instantly back to the castle point.
 
Level 31
Joined
Jun 27, 2008
Messages
2,557
Reply to bounty_hunter2's First Review

I urge you to post the resource creators by name.
I would if it wouldn't be so complicated since I didn't got their names on notepad. I'm doing such a thing on my current projects though. I just type down their named on a TXT extension files. But I didn't do it that time when I was picking up the models, etc., to this map.. :( However, I'll try to add their names to the description as credits in future.

The spells were basically remakes of regular warcraft ones, with not so good tooltips and some typos. Recheck and fix them please.
Yes, it is a remake. I still can't manage to add a custom ones or create my own spells fiting exactly this to genre of map. I'll recheck every tooltip.

The main building collision size is too small, I could go into it, increase it. I don't like how the swordsmen seem randomly placed aswell, you should make them symmetrical it gives you a better feel when starting the map.
I will increase the collision size and Swordman wasn't set randomly. Basically, none of units was set randomly. If you mean these three units that you see at the beginning, I tried setting them as looking to each other, not like both units looking straight to the hero.

Perhaps you should add gates to the entrances, it would be better I think. In later versions perhaps add secret heroes, more waves etc. Remember this is a single player map, thus its size doesn't matter.
It's a good idea.

Thank you for approvement. :) It's my first map that got approved, not counting that melee map that was uploaded by me, but created by other person.
 
Level 2
Joined
Jan 10, 2009
Messages
17
Nice map overall,but it is very easy.I am not not sure that i am quite experience or the map is very easy.Make the map a little bit harder like adding some sort of enemy heroes or by adding some strong units.:)
 
Level 31
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Jun 27, 2008
Messages
2,557
Nice map overall,but it is very easy.I am not not sure that i am quite experience or the map is very easy.Make the map a little bit harder like adding some sort of enemy heroes or by adding some strong units.:)

Hard Mode is easy for you? Hah! I cannot manage to finish the hard mode gameplay even if I played it hundreds of times! I have to see your replay, lol.

Afterall, thanks for the comment. I will follow the advices of bounty_hunter2 and I'll add something like that as you mentioned. In the future.
 
Level 1
Joined
Feb 13, 2010
Messages
3
The version I played was very clean-cut.
There was nothing revolutionary about it, but it was rather polished.
Easy mode is a bit too easy.
4/5.
 
Level 31
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Jun 27, 2008
Messages
2,557
Version 11.1

Map had been pretty much balanced and gameplay is way different from last version.
Main changes would be new system of gold earing, depending on the difficulty level you play on, also balancing. Easy mode and normal mode had been made harder, while hard mode is way easier now.
This is the first time I've finished Hard Mode, so I attached a replay, download if you want to see one of the ways how it is done.
Have fun.

Edit: Replay was made at 1.22 version, might not be able to be seen.
 

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