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Defence Of Uthragon 1.43

Defence Of Uthragon 1.43

Fortress Siege reworked map.

Castle defence from invasion.
Choose one of 14 heroes and join the battle.
Use the team work and defend important points to ensure victory.

Differnces from the original Fortress Siege:
Ladders now spawn from the ladderman and can be attacked.
Siege ram can be attacked.
Units can now climb deployed siege towers
Added resurrect runes
Reworked some hero abilities and added new hero: Sage

Version 0.93
changed some unit abilities
changed some events

Version 1.0
Added new unit, the orc rampager
Pyromancer hero has a fire nova ability intead flame strike
Warden hero has reworked punishment ability
Added new abilities to clerics and enemy warlocs

Version 1.01
Melee heroes have an extra ability
Added extra unique award items when hero reaches 150 kills
Added new units
Reworked final battle
Added secret merchant

Version 1.05
Max Heo level is now 30
Changed overall progress to more complex one.
Changed some issues ans abilities

Version 1.06
Added a knock back effect to some active and passive abilities that can
push units over the wall (cliff) but cannot push them up the wall.
More resources granted.

Version 1.07
Added a knock back effect to some active and passive abilities that can
push units over the wall (cliff) but cannot push them up the wall.
More resources granted.
changed abilities for warrior and rogue to more powerfull ones.

Version 1.08
Ranger has new abilities
fixed some issues

Version 1.1
New hero: guardian
Warrior hero changed with different abilities and model

Version 1.15
New Items
Added a option to enable or disable the special and push effects
added trigger which reduce the number of enemy units arround gates.

Version 1.16
Improved computer hero ai
fixed crossbowman spawn near the summoning warlocks
fixed the dome ability and some other stuff
Artillery Captain is now unmovable
Cleric resurrect spell is now autocast

Version 1.17
fixed some bugs

Version 1.171
fixed Raghnarosh final attack
added shared unit control except the king general and archmage
other minor things

Version 1.18
added new secret hero
changed some abilities

Version 1.2
removed the warden hero and repleaced with assassin hero with new abilities
changed abilities:
Rogue binding knife repleaced with spike trap
Guardian restrain repleaced with disarm
Sage earthquake repleaced with petrify
Snapshoter field of disruption repleaced with barrage, and stunning shotd with smoke burst
Each hero has now additional lesser ability
Balanced some hero stats

Version 1.2a
Added new hero - Berserker
Changed Assassin and Rogue abilities
Removed aura effects (blue circle) from all unit abilities but not from hero abilities
Paladin Holy Light ability fixed
Removed Burning Oil ability from trebuchets
Fixed Warrior heroes mana regeneration

Version 1.3
Changed event
Removed demon quest
Added Warlock event
Game will no longer have no ending
Sage hero renamed to Geomancer
Added new hero called Sage (Dwarf with rune abilities)
Changed some models and abilities

Version 1.31
Reduced hitpoints of the portals
Ragharosh now attack walls and doesn't stop

Version 1.32
Orc Warlock is now more challenging
Taskmaster hero renamed to thane
Sorceress frost strike ability changed to frost attack which
adds a slow effect instead of freezing
Sorceress frost nova slow effect changed to freezing effect
Wizard lightning nova now adds a slow effect
Geomancer petrify ability is targeted as an area

Version 1.4
Redesigned unit and spell models
Tweaked some ability values
Warrior mighty rage ability changed to demoralizing shout
Paladin resurrection ability replaced with righteous wrath
Guardian force crush ability replaced with guardian standard
Rogue severe ability replaced with blade swarm
Rogue spurious image ability replaced with mayhem
Pyromancer fire shield ability replaced with summon fire elemental

Version 1.41a
Added triggers that deals with stuck units on the walls
Replaced several models with low size ones also reducing the overall map size.
Fixed priest smite ability which now deals far less damage.

Version 1.42
Removed weather and fog effects for better performance
Changed some unit abilities
Removed the 30 seconds time limit for difficulty change so
players can now change in the middle of the game.

Version 1.43
Added additional levels to hero abilities (6 or 7 instead of 3 or 4)
Heroes now earn ability point each level instead each two levels
Removed insufficient auras from the units
Reduced portal health
Enemy units will no longer invade the hero starting point

Here are some screenshots:

142893-albums2406-picture19269.jpg

142893-albums2406-picture19270.jpg

142893-albums2406-picture19272.jpg

142893-albums2406-picture19271.jpg


this map is protected.

Keywords:
Siege, hero, defence, fortress, castle, battle, invasion, keep, war.
Contents

Defence Of Uthragon 1.43 (Map)

Reviews
18:24, 16th Nov 2009 ap0calypse: Approved Re-reviewing with rating Date: 2011/Oct/01 18:10:55 Vengeancekael: VM // PM: Status: Approved Rating: 4/5 Recommended Rep Received: 0Reasons: Other: If you have any complaints or questions directed...
Level 1
Joined
Jul 22, 2011
Messages
7
Nice map, but not quite as long / fun as Fortress Siege. The mechanics are BETTER in this map, but it is just too short in terms of victory time. Fortress Siege had a bit more going on in terms of drawing out the time. Would love to see this one extended to be a bit more like Fortress Siege in terms of time it takes for victory.
 
Level 8
Joined
Oct 12, 2011
Messages
483
Unless you just fixed it, the Necromancer secret Hero's Raise Dead ability seems to cause a desync. Tried once a while ago, did not repeat due to not wanting to desync, and now I don't remember secret phrase so can't test. :S
 
Level 25
Joined
Jul 10, 2006
Messages
3,315
I played Fortress Siege, and by the screenshots it looks like you left in two aspects which I believe you should change:
  • Too many allied units on the walls, especially melee. They spend most of the time serving to block your path, which is especially annoying for melee heroes.
  • The same wall system, which sometimes fails to let you run up/down ladders.

That said, the map has a very good idea - defending walls, focusing catapults and ladders.
 
Level 2
Joined
Sep 10, 2012
Messages
23
hmm after we killed ragnarosk and that's it? :/ I haven't even max my skills item etc yet :/ there should be a second part of story whereby we go burn their base and a Master where we need full gear high level to defeat, otherwise this is pointless :/
 
Level 8
Joined
Oct 12, 2011
Messages
483
There are actually two, an angel and a necromancer, but when I tried the necromancer, it caused a desync, so idk what's up with that. Just go beat the game in singleplayer with cheats if you wanna figure out the code. If I remember correctly, you get the necromancer from killing a demon somewhere behind enemy lines.
 
Level 1
Joined
Aug 22, 2013
Messages
137
Awesomee!!

awesome map awesome like 1900000x900000=infinity so awesoee make the fight longer and add a 2nd end boss like 2 endbosses after the other one he will evolve and another secret hero like a hell version of the angel
 
Level 10
Joined
Sep 25, 2013
Messages
521
4.9/5 from me. The joy i am consumed by when playing this map is over 9000.

Two things that might make it the most supreme of maps:
Making the gates with an open/close functionality, though perhaps your had your reasons for not making the gates this way. Still, i don't want to teleport me and several units to the item shop everytime i want to buy something, wait for a cooldown, and then teleport back.

The second suggestion is a little larger. Maybe make the whole game last a little longer by adding another tier to the wall system. This would probably take a crap load of time and work. I understand that good maps are not easy to make by any means.

Thanks so much for this golden glorious map of the gods!
 
Level 5
Joined
Jul 15, 2015
Messages
118
Are the portals that spawn enemies inside the castle supposed to go on forever? I hosted a game with 5 people yesterday of this map, the portals keep spawning forever no matter how many we destroy, we got destroyed fairly quickly completely because of them. :/
 
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