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!
The name is no coincidence. I tried to capture the crazy action from the popular shooter.
To provide the best shooter experience possible in WarCraft 3, I removed most of the UI and allowed for shooting with left clicks.
Jump boots are activated with a double right click.
Besides for a few more hotkeys that's all you need to slaughter hordes of flesh-hungry demons.
That, and a ton of guns.
Guns that previous squads brought into hell: USP pistol
M3 shotgun
MP7 sub machine gun
M249 machine gun
AWP sniper rifle
Stun Gun
Railgun
Coil Gun
Flamethrower
Chlorine Thrower
Grenade Launcher
Rocket Launcher
Big Field Gun (BFG)
Rewards for killing pentagram bosses: Dark Matter Accumulator (DMA)
Chainsaw
Demonic Shrine artifacts: Crucible
Space Reset Cam T Heal/Revive 2x T Heal Self F Drop Gun Q Switch Gun R Manual Reload Left Click Shoot (or Heal/Revive, if activated) Right Click Smart Order as usual 2x Right Click Jump Boots (Fly away)
H Switch Jump Boots to hotkey E
ESC Vote to skip intro; disable intro flashing and sound for yourself.
Gameplay
The gameplay is similar to my previous horror shooter map City of Terror, but with less story, less hiding and more frontal action.
You were sent through a portal, which collapsed in the process, leaving you trapped in another dimension - or did hell invide our dimension?
It doesn't matter.
Find 5 shards to fix the portal generators and get out!
But as the generators charge up, more demons are attracted by all the noise…
Each wave different ones show up and require different tactics and guns to survive.
Currently there are: Corpse Muncher - your basic ghoul Living Slime - fast and many Shadow Dancer - Teleports a short range towards you, just as that missle was about to hit it... Scorpion - Jumps behind you, catching you while you try to run away... you fool... Skull - Possesses other demons to make them faster or detonates corpses near marines
Bosses: Carnivore - Spawns even more LivingSlime The Rejected - Spits venomous blood at near marines, slowing and hurting them Scorpion Overlord - Well, a huge and far jumping scorpion Guardian - Surprise ;-)
Bosses that spawn when attempting to take a generator shard (See screenshots): Scavenger - A nasty little beast that jumps at you if you try to fly away. Best to kill it quickly without fooling around! Henchman - Stampedes in zig-zag lines, leaving behind a trail of fire or ice. Razor Bone - A nastly skeletal scorpion that burrows and impales you from below. Faceless - Has ranged attack and summons flesh tentacles that grasp at you. Overlord - Slams the ground, hurling a bouncing wheel of fire. His mighty fist crushes nearby mortals to dust.
Bosses that spawn when activating a pentagram: Parasite - A creep that is surrounded by spiderlings and pulls you towards him. Swallower - Hits you so hard with his steel fists, that you drop your gun. The Deceiver - A dark sorceror, summoning pools of zombies. Vile Temptress - A flying succubus that charges at you. Blind Hound - A hell hound that knocks you away with his horns.
Currently each pentagram spawns a Dark Matter Accumulator or Chainsaw!
The uber boss: Mephisto
Upon activating too many generators at once (usually 3), ~150 lesser demons sacrifice themselves to summon the mighty Mephisto, lord of blood.
He is a much harder enemy than all other bosses in the game, so think twice before bringing him into your realm.
But, if you beat him, you skipped some regular waves and are as good as home!
The Three that are One
Special boss that can enter the game when you use the Crucible (see Demonic Shrines).
Three immortal infernals that hunt you down, burning you with hellfire.
Their presence is split into three and each entity is connected to the others via a searing beam.
You can only stop them for a while by hurting them enough – unless you have the Crucible artifact.
The Crucible can permanently trap one of the entities. But if you pick it up, the entity will be freed again.
Marines can heal and revive each other with medkits. And they should protect each other and coordinate their actions. That works best to survive!
In the north of the map the players will find a circle of demonic shrines. Each will give a buff and malus upon touching it (see screenshots).
You can choose to touch up to 3 shrines to change your gameplay and get a boost:
Demonic Shrine
Bonus
Malus
"tempus fugit"
(time flies)
You get triple jump
Demons get +20% move speed
"aequam servare mentem"
(keep the mind calm)
Your missiles get +50% hit radius (and so better accuracy and damage)
Demons explode on death
"celeritas"
(dexterity)
Your reload time is halved
You cannot move while reloading
"voluntas"
(volition)
You get 2 hp/sec and 10% move speed bonus
Half sight range (1400 -> 700)
"ferro ignique"
(with fire and sword)
You receive a blessing, burning nearby demons
Demons will focus on you
"tenebrae vincunt"
(darkness prevails)
You attacks are crafted with demonic power
Slain demons drop orbs that can merge into new demons (like in Path of Exile)
"qui totum vult totum perdit"
(he who wants everything loses everything)
You get the Crucible weapon (charges on demon souls)
'The Three that are One' will spawn at some point
Version
I have a lot of improvements and new content on the list and I'd be glad to hear even more suggestions from you guys!
1.1w
- Crucible works properly
- Mephisto doesn't always spawn after 5th generator
- Stronger rocket launcher; chlorine spreads nicely 1.1t
- Hopefully desync fix when crucible is fully charged (due to sound?!)
- Creeps spawn endlessly, while the last generator charges up 1.1r
- Reworked intro music
- Fixed bug in missile system (BFG&Flamethrower would sometimes not hit) 1.1p
- Demonic Shrines (braziers)
- Crucible
- Infernal boss 1.1l
- Railgun can be charged for higher damage
- Shooting behaves more flawlessly
- Fixed issue that waves would not spawn sometimes 1.1h
- Mephisto
- Vile Tempress (harpy) invulnerability bug fixed 1.1c
- Stability improvements/minor fixes
- Chainsaw
- Better effects for portal (cinematic) 1.0x
- Pentagrams with 5 new bosses
- Dark Matter Accumulator
- Movement disabled during jump (jumping over fences works properly now) 1.0u
- Missle system more accurate
- More stable and performant
- new Scavenger behaviour
- bosses drop 2 medkits 1.0q
- New custom tileset and generator model
- Ash weather effect 1.0p
- Less stun duration for bosses
- Shard bosses adjust HP to player count
- Ghouls patrol the forest (beginning is more newbie-friendly)
- Info when player picks up a shard 1.0l
- Desync fixed 1.0k
- Shoot over lava and some other small fixes 1.0i
- Disabled Scavenger jump for now, because it probably causes desync
- Loading screen with left/right mouse button hint
- A little less ghouls right at the start 1.0h
- Empty guns are removed, low ammo visualized
- Mortar grenade travels faster
- Removed health bars of intro marines
- Railgun effect improved
- Dungeon sounscape
- Unit shadows enabled
- Added DISBTNs
- Bugfix: BFG purge had no effect
- Bugfix: Henchman stampede was too slow sometimes 1.0f
- New terrain with lava and spikes 1.0e
- 5 new badass bosses with individual attacks that protect the generator shards
- Balancing: Marines get up to 500 bonus life (+83%), depending on number of players
- Smaller map
- Orientation arrows point toward center, next shard and allies
- Bugfix: Grenade launcher missle had weird trajectory
- Bugfix: Marine could permanently die in rare occasions 1.0c
- Bugfix: Desync I accidentally added in 1.0b with intro skip 1.0b
- Bugfix: Gun breaks when dropped during reload
- Bugfix: Possible to get stuck in objects or outside of map
- Bugfix: Creeps can "freeze" due to order spam
- Bugfix: Cannot right click in command card area
- Added epilepsy warning and hotkey ESC for intro skip
- Added alternate hotkey E for jump boots
- Save-Load Ranks that change game difficulty
- For hard difficulty: New monster spells/tactics and more than max movement speed if I can figure out a good method
- Some more tutorial aspects (Like show a hint to use space when camera is far off marine, show a hint for the arrow below marine)
Credits
Special thanks to Drake53 for his C# project. If I hadn't found this thread, this map wouldn't exist!
And also thanks to the community (I had to fresh up on some topics after 10 years ;-) and the following peeps:
Boar for helping me test. Mayday for his loading screen tutorial. Shadow Daemon for his BLP Lab tool. Fingolfin for his ruined building models. Trollschnitzel for his oil drum model. Deolrin for his crate model. Thrikodius for his ammo box model. Happy Tauren for his medkit model. Scythy Dervish for his laboratory models. FerSZ, Murlocologist for their Mo'arg Overlord model. The_Silent for his Scavenger model. -Grendel for Baphomet, Man-o-war, Burrower, Bloodpool and Blind Hound. Hayate for his Lava Pit model. Mythic for his effects Damnation, Flame Strike, Fountain of Souls. The_Spellweaver for his effect Pentagram. JetFangInferno for his effects Annihilation, Desecrate, SandBreath. Power for his effect Inferno Armor. nGy for his effect Darkness Bomb. HappyTauren for his lava plane. kellym0 for his lava slags. Dionesiist for his stygian hulk. tillinghast for his hellraiser engineer. 67chrome for his harpy succubus skin. Dentothor for his blood mage skin. EvilCryptLord for his elite plague cloud. Vortigon for his dark orb. tee.dubs for his chainsaw. Vestras for his blood effect. Boogles for his blood explosion effect. Lineager for his explosion (DMA) icon. Fingolfin for his black hole effect. Black Death for his Mephisto model. General Frank for his orb of blood effect.
I was thinking as a next update the generator shards will be easier to find (larger area of cracks on the ground in various directions).
But if you approach one/want to take it, a different demon spawns each time and you have to fight him for it.
Found some nice models in the model section that I might use for some evil bosses
Model is made by FerSZ, texture is made by Murlocologist. Model done for paired modeling/texturing contest. Mo'arg Overlord. Update: - Fixed some transparency issues. - Icon added.
My second [lol?] entry for the Aberration modeling contest, which means the Magus is no longer the one. This is the first unit that was not originally an elf. The sharadar figured out that they can transfer traits they mutate unto other races, via their secret-creepy-splicing and stuff. The...
Since people were uploading Diablo models. Ghoul with a dragon head, murloc death animations, a tail, some spikes, and a nifty skin. I always preferred the Diablo 1 scavenger, before they started to look like weird hyena hybrids. Probably because I thought it were a cat back then. A really red...
I was really hoping someone would one day make Balrog model...At least some decent....Nothing. So I created it myself. Then I thought someone would make a texture for it...Nope....So its me again, using ingame textures. I might find some better one day. I am opened for suggestions. Its not the...
Lord Hyperion is the charred councils keeper of fire and heir of the Hell Forge. I found that model on my HDD and though people might need it because I forgot what purpose this model had :p. Please give credits if you use it in your campaign/map. Don't edit, repost or share my resources without...
I present.. Faceless Nightmare Weaver what can i say.. i got inspired by the new faceless models i saw on hive lately, so.. i made my own from Archie's ingame model, redid the arms, removed legs, added my own global animation, later Tweaked a bit by Anvil, so, thanks dude :) enjoy, and...
Ogre Death Knight. Hope u like it! :) Updates: V1.1: -Added some minor things and made some minor edits V.1.2: -Rewrapped skull helmet -Rewrapped shoulder -Rewrapped heads -Fixed some minor things Give me credits if u use it in ur campaign\map and don't edit without my permission...
Visit lowpolyworkshop.com to download the high quality version of this model. Discover more of my work at chaosrealm.info Keywords: Fallen angel zombie wings horror future heaven hell nightmare map model purple dead undead
so another lame model that is loosely based off battle realm's master warlock and blatantly renamed to "Banisher". Keywords: skull, ghost, spectral, particle SPAM
well here i am again uploading my crap. really lost motivation on making models so don't expect much. HE'S WEARING A SKULL MASK. Alright, i got off my lazy ass today so i made a few changes on the model: -ok, i took the advice of making the legs bigger to make it look more proportionate...
just some models made in 7 minutes. this is a demon that sprouts up in a pool of blood. it has an alternate stand animation so you can use it as a normal pool of blood then the arm sprouts out when the player enters a trigger region. have fun, give credits. Keywords: arm, claw, blood, gore
woot another skeleton! skeleton unit that burrows underground. [version 1] -uploaded [version 2] -new texture for sickles and a new skull Keywords: burrower, skellie, skull, claws
Alternate zombie with forgotten one tentacle bursting out of it, saw that there was a request for such a thing in the request section and decided that it might be fun to make. Uses in-game textures, has portrait camera and animations. Please do not edit without my permission and give me...
Fountain of Souls “To find joy in work is to discover the fountain of youth.” Entry for the 5th Special Effect Contest. Previews Changelog 02/14/20 - Uploaded 22.09.20 - Optimized with MOP, reducing file size by 47% Notes Feel free to modify for personal use. Give credits...
Kingdom Come “In the kingdom of the blind, the one-eyed man is king.” Entry for the 5th Special Effect Contest. Previews Changelog 14.02.20 - Uploaded 22.09.20 - Optimized with MOP, reducing file size by 53% Notes Feel free to modify for personal use. Give credits. Frequent...
Entry for the Special Effect Contest #5 - Highway to Hell Includes the following animations : - Birth - Stand - Stand 2 (rarity : 4) - Death Uses « Death and Decay Target » sounds for Birth and Death animations. This model is intended to be used on the « head » attachment point.
Second Entry for the Special Effect Contest #5 - Highway to Hell. Old Version: Changelogs: 1.0 - Release 1.2 - Tweaked the fire effects on the shield's spawn. Death animation now smoother. Keywords: shield, effect, felguard, fire, infernal, red, rotating, spinning,
A bit of playing I did with ribbons in Magos Model Editor, came out like something I'd actually use so I'm uploading. Rushed the other two versions. Currently only has "death" animation available, so you cannot use it as anything other than a sfx (not even a buff/effect). Oh yeah, do try not...
Submission for SFX Contest 5 - The Highway to Hell. It's always been my dream to replace Flamestrike with a dark, demonic hell-flame. And now it's done! Requires Two Models, But Can Be Used Separately - AnnihilationTarget: This is the vortex at the beginning - AnnihilationBlast: This is the...
Rain of Fire Vol. II "Each of us is born with a box of matches inside us, but we can't strike them all by ourselves.” Previews Changelog 5/31/19 - Uploaded 9/18/19 - Reduced clipping, made fire sharper - Added missile version Old: Notes Feel free to modify for personal...
Valiant Charge From EmberCraft with love. Previews Seen attached to origin Changelog 5/4/19 - Uploaded 5/25/19 - Added Fel and Void versions Frequent Issues Magos' Model Editor If a.) the model/s present an error regarding a ribbon emitter upon opening, or b.) the...
Hey, it's another missile. Optimized for a speed of 1000. Please, give credit, if you use it. Also, I'm not so sure that I like the small after-death flares, but the sound effect dragged on for so long that I thought it might look even weirder without them. I'd appreciate suggestions on that...
Two effect models for a life leech of sorts (the normal model should be attached to the target and the "portrait" should be attached to the caster). Don't judge from the screenshot. It took me super long to make this, because I'm only using Magos' and wrote a short Java program to make the...
Quet simple edit for the impale spell effects. Might be usefull with skeleton mages ot some otherr stuff. Model it self is an Impale Miss and _Portait is target hit. Enjoy) Keywords: Impale, Bone, Boner, Skeleton, Spike, Deadly, SFX
3 planar corpse-parts rotating around the center and a bunch of blood & bone emitters. By request from rulerofiron99. Stand & Death Animation included. Uses standard textures. Updated to include hit sound. Keywords: blood corpse dead gutz bomb gore
It's finally (acceptable to me) done!!!! Had lots of coughs while doing this but my will prevailed. Many thanks to Retera who helped me debug it and got me out of a hell hole of a mess. Many thanks to Mythic who gave pretty tips. Thanks to Magos (aka. the only modeling software I'm not dumb to...
Pillar of Flame "Ready to set the world on fire." Previews Changelog 5/9/19 - Uploaded 5/27/19 - Added green. Raised all variations by 20 height. Frequent Issues Magos' Model Editor If a.) the model/s present an error regarding a ribbon emitter upon opening, or b.) the models...
Damnation “By fire be purged!” Previews Changelog 5/16/19 - Uploaded Frequent Issues Magos' Model Editor If a.) the model/s present an error regarding a ribbon emitter upon opening, or b.) the models go blank after editing them in Magos', use MdlxConv to convert the uncorrupted...
The effect particle model Volcano Ashes that made by me for my project Cursed Lands Siege Updated. Current particle count: 82. Keywords: Volcanic, Blazing, Flame, Ashes, Ash, Fire, Abyss, Inferno, Infernal
*edit: See two of the new bosses in action in the video attached below! (Sry for echo, recording isn't working perfectly.)
Finished implementation! Currently testing.
In the intro, the health bars flash like crazy.
Weapon and stuff icons are green on F10. They don't have a DISBTN at all or one wrongly placed.
How can you find out what the gameplay keys are? The description for the things on the down left corner don't say anything about hotkeys.
The double right click jetpack ability failed to work, maybe after taking the first shard with me. E still worked though.
Sometimes the movement and shooting is clunky because of the slow turn speed and the fast movement of the enemy.
Generally a solid map which can be improved over time.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
In the intro, the health bars flash like crazy.
Weapon and stuff icons are green on F10. They don't have a DISBTN at all or one wrongly placed.
How can you find out what the gameplay keys are? The description for the things on the down left corner don't say anything about hotkeys.
The double right click jetpack ability failed to work, maybe after taking the first shard with me. E still worked though.
Sometimes the movement and shooting is clunky because of the slow turn speed and the fast movement of the enemy.
...
Thanks for the feedback!
DISBTN: I'm always thinking why waste those kilobytes on textures you usually don't see the whole time - but it's ugly, yes... I'll think about it.
Health bars: you mean the standard war3 ones or the dots? I haven't seen that, but maybe I can deactivate them somehow.
Jetpack: Also never had that, will ask players to find out more.
One thing I don't understand - didn't you have the tooltips? (See attachment.)
OK, weird. I didn't see the reload and other two options stuff. Either I haven't been paying enough attention or got confused because of the second weapon that was on stand by.
This is how you will get the new guns, which I add to the map soon :)
*edit: Added chainsaw in 1.1c!
*edit: You may have wondered what happens, if you just activate all generators at once. Currently this will spawn all waves simultaneously, a huge lag fest... In the next version activating 3 generators at approximately the same time will instead spawn the ultimate boss. This is a creature from another world, that you may know from another Blizzard game - but adjusted to Doom a little. So you can choose skipping 3 waves and try to beat him instead.
So there is this brazier area in the north of the map. Expect a new gameplay feature that will increase replayability.
Each brazier will give a buff and malus upon touching it (which you see when hovering it with the mouse - or maybe not?).
You can choose to touch it to change the gameplay and get a boost:
"tempus fugit" (time flies)
You get triple jump
Demons get +20% move speed
"aequam servare mentem" (keep the mind calm)
Your missiles get +50% hit radius (more damage)
Demons explode on death
"celeritas" (dexterity)
Your reload time is halved
You cannot move while reloading
"voluntas" (volition)
You get 2 hp/sec and 10% move speed bonus
Half sight range (1400 -> 700)
"ferro ignique" (with fire and sword)
You receive a blessing, burning nearby demons
Demons will focus on you (single player: probably move speed bonus)
"tenebrae vincunt" (darkness prevails)
You receive a curse, crafting your attacks with demonic power
Slain demons drop orbs that can merge into new demons (like in Path of Exile)
"qui totum vult totum perdit" (He who wants everything loses everything)
You get a soul cube as weapon (throwable, charges on demon souls)
An additional hardcore boss will spawn at some point
The effects will probably apply only to the marine who touched the brazier and will be available only once. So at the same time it's some kind of specialization.
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