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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Destiny Battle v0.21i

Submitted by AdamMighty
This bundle is marked as approved. It works and satisfies the submission rules.
~See website for most recent change logs~

Due to interest, I am posting a version up here for download.


Destiny Battle is a Hero Siege map oriented around teamwork and skill. Unlike the others however, Destiny Battle incorporates many RPG-like features and randomization to make each game different. Version v0.20j Includes..

- 30 Heroes, custom designed, all with custom spells and abilities. Each features their own strengths and weaknesses which must be carefully used with your teammates.

- Several Feats, which can be trained to make your hero more suited to your play style.

- Hundreds of custom items, all carefully designed, many with scripted effects. The Rarity Tier system ensures that each rare item drop is exciting and unique. Also includes rare sets, that can be gathered to further increase the power with set bonuses.

- Scrolls which drop during the game which teach your hero new skills and spells, making your hero your own creation.

- Currently, v0.20j includes twenty-five levels, many with custom objectives and devious traps to test your mettle.

- A unique bonus system which rewards good cooperation and good play. Saved an ally by healing them with a clutch heal? Thats a bonus!

- A custom weather system that can either bolster or hinder you. Beware the rainstorms that make you suffer miss chances, but welcome the Healing Winds that grants bonus regeneration. Over 20 different weathers!

- A few various soundtracks make important moments even more exciting.

- Auto-balancing difficulty that adjusts to the amount of players you have. Only four people? No problem! Got a whole crew? The game will adjust itself.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

WHAT WILL THE FUTURE VERSIONS CONTAIN?

Companionships - Establish bonds with other players that will grant bonuses while near each other and unlock hidden quests... as well as change the ending of the game.

City Building - Build unique buildings at building plots to ensure victory!

Fully scripted Dialog for Story Mode - Containing branching story paths for a unique experience each time.

More Heroes, More Items, and even more devious monsters and bosses.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

So you think you have what it takes to defeat Lord Adomach? Go ahead, take a few of your closest companions and challenge him and his enemy hordes.

RECOMMENDED PLAYERS: 4-8.
AVERAGE PLAYTIME: 30m-3h (!)
DIFFICULTY: Hard
**Please Note: Destiny Battle is very resource intensive. Slower computers may have trouble running it.**

I hope you enjoy my creation as much as I have enjoyed making it. If you have any comments, concerns, or pesky bug reports, I welcome any comments/criticism on my official forums at http://wc3destinybattle.freeforums.org .

*!* Important: Destiny Battle is Open Source, meaning the map is not protected, and you can look/learn from it. HOWEVER, please do not take this as an open invitation to delete my name and claim it as your own. I worked hard on this map for your enjoyment, and I take plagerism seriously. Thanks! *!*

Cheers!
Arathil

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~*Changelog*~
v0.20l
- Numerous Bug Fixes from my forums (Thanks guys!)
- A few new Team Feats Added
- Level 25 should now play correctly after level 24.
- Few miscellaneous changes to prepare for v0.21.

v0.20m
- Added Option at the beginning of the game to control time between levels.

Half-Elven Bard
- Symphony of Storms fire time changed from every 1 second to every 2.25 seconds.

Wilderness Runner
- Health increased from 575 to 725.
- Forage cooldown reduced from 50 seconds to 30.

Cleric of Elven Word
- Blessing of Elven Heart cast time reduced to 0.25 seconds, down from 2 seconds.

Gnome Illusionist
- Imagecraft images take slightly less damage then before, but are still very flimsy.

Wildbond
- Feral Rage attack speed boosted by roughly double.
- Lifelink now returns double to the WIldbond's pet, was previously equal.

War Guard
- Armor increased to 5, up from 2.
- Shield Bash duration dramatically increased against lesser foes, and mana cost lowered to 30, from 40.

Dwarven Rockfighter
- Rampage penalty damage reduced by roughly half.
- Last Stand mana cost reduced to 70, from 100.

Earthen Templar
- Strength scales slightly lower, will now recieve 5 str per 2 levels, instead of 6.
- Stalagmite damage reduced by roughly a third.

Elven Cryptguard
- Hallow Range slightly reduced. Damage dealt to enemies inside the circle reduced to 10, down from 15.

v0.20q
- Border Skirmisher Added. Expect balance tweaks and fixes to follow.
- Added Circle 1 Scrolls. (Spells that drop from levels 11-20).
- Finished up the 4th Feat Stone. Quite a few new team feats added.
- Innumerable balance fixes and bug fixes. Check bug report forums for details.
- The Caravan should no longer enter the fortress by accident on level 14.
- Level 25 should be slightly easier, with tentacle entangle chance reduced to 60% from 100%.
- Many tooltip inaccuracies have been changed or clarified.
- A few new bonuses have been added for the early levels.
- A new class of item has been added to the game: Cursed Items! These items are undroppable with a negative effect. However, they can be cleansed by removing the curse in special ways which turns them into a very powerful relic.
- It is no longer possible to glitch level 13 and cause it to stop playing.

v0.20s - Balance Changes
=-=-=-=-=-=-=-=-=-=-=-=-

Fire Magus
- The Fireball ability has changed so that you can now aim it before you cast it.

Wildbond
- The Grizzly Bear's "Protect the Master" ability has changed to simply teleport the bear to the Wildbond.

Elven Swashbuckler
- Derring-Do now correctly works and should proc more often.

Bug Fixes
- Making Illusions of prisoners that die no longer can cause game overs in Level 4.
- Players can now type -drop to drop any misplaced item in an Artificier's Post.
- The Herbalism Feat does now works properly and does not give herbs to NPCs/Buildings.
- The Devil Card summoning a devil now works correctly instead of doing nothing.
- Midas' Touch will no longer spawn multiple copies of itself when purified.

Bug Fixes
- Goblin Skirmisher and Goblin Thrower damage has been reduced.

v0.21 - Updates and Bug Fixes

- Cleric of Order
- Mark of Order cooldown reduced to 60/60/60/45 seconds, down from 90/75/60/60 seconds. Duration increased to 8/10/12/14 seconds, up from 8/8/9/9 seconds.

- Earthen Templar
- Stalagmite cooldown increased to 15 seconds, up from 6 seconds.
- Seismic Crush will now only spawn earthquakes in the playable area.

- Axe Brother
- The Axe Brother's decimates will now correctly credit the axe brother with experience and gold whenever a decimate kills an enemy.

- War Guard
- Aid Another mana cost reduced to 50, down from 75. Cooldown reduced to 30 seconds, down from 45 seconds.

- Border Skirmisher
- Sabotage mana cost reduced to 250, down from 350.

- Rogue of the Dark
- Blind mana cost reduced to 50, down from 100. Also fixed a bug which was giving units inside the cloud increased movement speed.

- Elven Sharpshooter
- Aimed Shot damage increased, cooldown reduced, range is no longer unlimited, and now costs 50 mana, up from 1.

- Sun Soul Initiate
- Sol Strike damage increased to 450/600/850, up from 250/400/650.
- Aurora Rays now also cancels the current weather effect when used.

- Man At Arms
- Battle Experience chance to gain experience increased to 100% at all levels, and experience gained also increased by roughly 25%.
- Stand Ground reduces damage taken by 85/75/60/50%, down from 85/75/50/35%. Attack speed penalty reduced to -30% attack speed, down from -50%.

- Arcane Archer
- Eagle Arrow damage slightly increased at ranks 1 and 2.

- Master of the Art
- Missle Storm missles now have a max of 9 missles attacking a target at one time.


- Fire Magus
- Fire Nova cooldown reduced to 90 seconds, down from 2 minutes. Mana cost reduced to 250, down from 325.
- Scorching Ray mana cost reduced to 30, down from 50. Cooldown reduced to 6 seconds, down from 12.

- Paladin of Justice
- Exorcism damage greatly increased at all levels to both regular and undead units.
- Lay on Hands now heals a minimum amount at all levels, regardless of the paladin's current health.
- Crusade now also passively increases the paladin's attack speed by 10/20/30%, in addition to its old effect.

- Feral Archon
- Ferocity ranks 3 and 4 no longer cause the Feral Archons attacks to never miss. Damage increased at ranks 3 and 4 to 60, up from 40.

- Dwarven Rockfighter
- Intimidating Shout cooldown changed to 45/35/30 seconds, down from 75/65/60. Range also greatly increased, and the ability should be more reliable now.
- Last Stand duration increased to 25 seconds. Amount healed increased to 25/40/60/80% of max health, up from 20/30/35/40%. Cooldown slightly increased at higher ranks.
- Extra Damage taken while using rampage reduced to 50/35/15/0%, down from 60/50/40/30%. Rampage duration increased to 15 seconds, up from 10.

- Reckless Pyromancer
- Fire Flower cooldown increased to 10 seconds, up from 1 second.

- Elven Swashbuckler
- Opportunist will no longer play the animation and display "+0" if the swashbuckler hasn't learned the skill yet.

- Wildbond
- Lifelink cooldown reduced to 15 seconds, down from 30.

- Wildbond Bear
- Uncontained Rage duration increased to 15 seconds, up from 8.

- Wildbond Hawk
- Screech damage slightly increased, and attack speed slow increased to 40%.

- Wildbond Turtle
- Shell barrier damage reduction reduced to 40%, down from 50%. Attack/movement speed penalties reduced to 60/50/40/30%, down from 90/80/70/60%.
- Shellstomp cooldown reduced to 120 seconds, down from 150 seconds.
- Water Spit mana cost reduced to 40, down from 90.

- Cleric of Elven Word
- Power Word: Stop cooldown reduced to 4/3/2 minutes, down from 5/4/3 minutes.
- Magic Weapon mana cost reduced to 40/25/10/0, down from 50/50/50/50.

- Human Engineer
- Repair cooldown reduced to 20 seconds, down from 40 seconds.

- Wilderness Runner
- Root Trap mana cost reduced to 70, down from 125.
- Preparation cooldown reduced to 3/2/1.5 minutes, down from 5/4/3 minutes.

~*!*v0.21b*!*~
- Map optimized. Load time reduced by 90%. =)
- Fixed an exploit involving Level 14.
- All Units statistically adjusted. For specifics, check thread on forums.

*!*v0.21e*!* **For complete changelog, please see changelog section on my site.
- Upgrades for Level 1 and 2 completed.
- Vern Harbor is now available.
- More Dialogue added for Story Mode.
- Many Bug Fixes
- Several Hero Tweaks

v0.21f
Major Changes:
- Added an extra rank to each spell. Each normal spell now has 5 ranks, each ultimate has 4 ranks, and each legendary has 2 ranks.
- See changelog section on my forums for minor bug fixes/tweaks/balancing changes.

v0.21h
- Fixed many hero ability problems that coincided with an increased ability rank.
- Fixed a problem that resulted in some heros permanantly staying dead.
- Fixed Multiple problems in the bug forums.
- Fixed a problem where some music was overlapping incorrectly.

v0.21i
- Fixed a few problems
- Added support up to round 30.
- Been busy last few months... more to come soon.

Keywords:
Destiny Battle, Hero Siege, Hero Defense, Custom, Other
Contents

Destiny Battle v0.21i (Map)

Reviews
Moderator
13:39, 30th Oct 2008 VGsatomi: very decent defense map. This genre of map is always fun to play with a group. This map doesn't tweak or balance its self to suit the number of players present, which i saw as a big minus. Terrain is decent, and hero...
  1. 13:39, 30th Oct 2008
    VGsatomi: very decent defense map. This genre of map is always fun to play with a group. This map doesn't tweak or balance its self to suit the number of players present, which i saw as a big minus. Terrain is decent, and hero spells and balancing looks good. there is certainly a lot of variety and options to choose from, but also makes it take a long time for players to get into the action. Those with short attention spans would leave very quickly, heh. Even a story mode, to boot! Overall nice work. Just needs to be more versatile.
     
  2. AdamMighty

    AdamMighty

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    I welcome all comments and compliments! Criticism too, although make sure its constructive. Hope you enjoy, guys! =)
     
  3. Code Lyoko

    Code Lyoko

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    Ok but can you do changelog/version information? :grin:
     
  4. AdamMighty

    AdamMighty

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  5. Code Lyoko

    Code Lyoko

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    Yes, please make changelog here too :cool:.
    Btw I checked that website, and looked what's coming up and I was amazed! Rly it sounds great! But does there come more versions than you've wrote there? :confused:
     
  6. Bumkt

    Bumkt

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    good to see this map is still being worked on.
     
  7. chaoslord301

    chaoslord301

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    One of the best maps on bnet.
     
  8. AdamMighty

    AdamMighty

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    Updated to v0.20l with latest bug fixes. Keep 'em coming! =)
     
  9. Bumkt

    Bumkt

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    It'd be cool if there was a fortune teller that you could buy a random tarot card from.
     
  10. Sube2

    Sube2

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    Hey man, hope you noticed i removed my cousins stolen version from this site! Sorry for the incident. Keep new versions coming, I really like this!
     
  11. Code Lyoko

    Code Lyoko

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    Version 0.20m

    Comments:

    Hmm... Nice that you can control the time between each round, very useful! :cool:

    Questions:

    -How many rounds there's currently? Is there more/same amount of lvls on each mode? (Story mode, battle mode and others coming soon. [?])

    -When is more modes added? Or what they will be?:confused:
     
  12. AdamMighty

    AdamMighty

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    There are currently 25 levels, with the chapter finale boss on Level 25. Currently, Story and Battle mode have the same amount of levels, but Story mode will have branching story-arcs as to what levels you go to. As an early example:

    Level 6 is the battle against Meldokk, the Leader of the first few levels. In story mode, If you kill most of his minions off for example, he may turn around and retreat. If he does that successfully without being killed, the story may enter a different path, becoming harder or easier depending on the path. Maybe you'll run into Meldokk at a later date, as a much more powerful foe in addition to the normal level. Split paths. The final version will contain 100 levels with a final dungeon spanning multiple encounters. It will definately be a marathon game that you can play with friends.

    As for other modes, I'm not sure what they may be yet. Maybe some sort of Hardcore mode where if you die once, you're dead forever. Or maybe some sort of competitive mode. I haven't really decided yet, and I'd rather finish the two main modes first. Regardless, I have alot of ideas and I really want to implement them as time permits.
     
  13. Code Lyoko

    Code Lyoko

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    Ok, nice that there will be so much levels! About the hardcore mode, well I died once in story mode, and I didn't revive when still that I waited sometime... (was in solo) Is that so that you revive when the level is beaten? If not how? :confused:
     
  14. AdamMighty

    AdamMighty

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    Yes, you revive at the beginning of each level. So if everyone dies on the same level, chances are very good that it is game over. (Unless Silmeria can pull off a miracle.. ;) )
     
  15. Bumkt

    Bumkt

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    Bug on lvl 25 boss when he went vuln he disappeared. The illusionist also cloned the nature boss when you do the artifact and when the clones disappeared they dropped various spells
     
  16. Code Lyoko

    Code Lyoko

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    These days I keep hearing bugs. They are infecting us. :xxd:
     
  17. AdamMighty

    AdamMighty

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    Actually, the Reviewer is incorrect. The map does balance itself based on number of players, reducing the number of spawns per lane as well as changing the level of bosses. =)
     
  18. Don-Para-

    Don-Para-

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    A very good RPG-esque hero defense.
    Here's my mini-review:

    :infl_thumbs_up::

    + Keeps a good RPG-theme in the map.
    + Challenging and full of mysterious item and heroes
    + Very simple but fitting spells, most aren't even triggered.
    + Misc. effects are exceptional.
    + Potential for a very wonderful map
    + Lots of modes (not implemented, but will be) and feats
    + Bosses and events later to keep you entertained
    + It's sorta easy-ish with many features.

    :huh:

    ~ A few bugs, then again, it's just a few
    ~ You can't trade gold, but then again, that might be a good thing
    ~ You can attack allies... but you can also attack them to get them out of Sleep
    ~ Uncompleted map
    ~ Lack of sounds (but the filesize is high enough anyways)

    :pird:

    - Gets boring over time
    - The difficulty jumps dramatically through the stages
    - Some illiterate WC3 players are very confused on the semi-noob friendly tutorial; some don't even use -tutorial



    Overall: Brilliant RPG map. 5/5.
     
    Last edited: Aug 19, 2009
  19. Shabazza

    Shabazza

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    Great map. I really love the different heroes.

    I hope you won't drop this map at some point :<