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Dwarven Monster Slayers

Submitted by MoCo
This bundle is marked as approved. It works and satisfies the submission rules.
Host map Arrange game

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LATEST VERSION v1.00 [ Version Info & Changelog | News | Suggestions & Ideas | Bug Reports ]

The five greatest heroes of the ancient dwarven kingdom of Berethil are returning from a long journey. When they finally arrive in the halls of their forefathers, they find their people murdered and dead. At least one thing is for sure: someone's gonna pay!

THE DWARVEN MONSTER SLAYERS is a fast paced 1-5 player coop survival RPG slasher game.
The game features tactical teamplay, a massive load of monsters, a detailed and atmospheric dungeon scenario, a considerably amount of gore, and for the best: DWARVES!

In this map, you need to work as a team to defend the halls of your forefathers and yourselfs against various waves of monsters like undead cave trolls, savage werefuls and mighty demons form hell itself. The monsters are spawned from portals, appearing at random locations so you may need to strategically re-adjust your battle tactics to acquire a good defense position. During the game progress, new areas in the dungeon are unlocked for your team to explore. The game is divided into 3 chapters, each having an individual theme and each finished with challenging boss encounters. Moreover, there is a little storyline that is told in some cut scenes. The heroes are carefully designed, each with its own strengths and weaknesses, each different to play. The damage and item system is very similiar to Aeon of War, which enables a flawless level scaling as the power of spells/abilities infinitely scales with the heroes attributes. Alongside the battles, there are many little things and secrets to discover. There are also tons of different items and a save/load system enables you to save and improve your equipment for later game sessions. With higher levels, you will be able to face higher difficulties, rewarding you with better loot and new enemiews. The look and feel of this map is characterized by a careful choice of high quality custom art from the wc3 community.

You find all information related to this game and dedicated discussion boards here: HOSTED PROJECT PAGE

Note that this game is now also being developed as a standalone indie game.


VIDEO TEASER


FEATURES OVERVIEW
  • Playable with 1 to 5 players
  • 5 carefully designed, unique dwarven heroes with amazing new spells and abilities
  • 5 difficulty modes (featuring unique loot and monsters on higher difficulties)
  • A total of 9 waves (divided upon 3 chapters with individual themes and monster sets)
  • Challenging boss encounters and many rare mini-bosses
  • More than 300 items
  • More than 20 new, characteristic monsters (incl. new art & abilities)
  • Call of Cthulhu wave (a tribute wave to H.P. Lovecraft)
  • Save/load system allowing you to save your hero for later games
  • A little story that is told in some cut scenes
  • A significant focus on teamwork
  • An atmoshperic and detailed dungeon scenario and overall careful art design
  • Gore system (i.e. monsters killed with crits usually explode in spectacular bloody animations)
  • The power of spells/abilities immediately scales with the heroe's attributes (which enables a smooth balancing and proper scaling)
  • Focus on replayability value (due to many randomizations, persistent character improvement, etc.)
  • Achievements and high score system
  • A smart difficulty system that also considers the number of playing heroes
  • A massive load of high quality custom content from the wc3 community
  • Fully written in vjass

THE HEROES

This map features 5 dwarven heroes: Thordal the Champion, Borgo the Battlepriest, Gotrek the Slayer, Alrik the Engineer and Falgrim the Hunter.

Portrait Character Profile
[​IMG] Thordal is the leader of the group. He is a brave warrior who uses the ancient powers of his forefathers to smash his foes and to protect his friends. Since he is the toughest one of the five dwarves, it comes handy that his offensive abilities also draw monster aggro. His protective spells allow him to survive even if the priest is currently off duty. Though he might not be the fastest dwarf on earth, Thordal is just as solid as a rock.

Pros:
- High health & armor
- Great survival & tanking capabilties

Cons:
- Low flexibility
- Slow movement
[​IMG] Borgo is a guy of inestimable value. Being a priest, he is equipped with potent healing spells and he is able to resurrect dead teammates. Moreover, being a Battlepriest, he is even able to deal some serious damage and to cast the most powerful AoE spell in the game. His amazing array of spells makes Borgo a perfect supporter in any situations. It never felt so good to be a healer.

Pros:
- Great healing capabilities
- Massive emergency AoE

Cons:
- Very vulnerable
[​IMG] Gotrek is a battle fanatic. Most of the time he is up to hack & slay stuff which is fine because he's the best in what he does (forget about Wolverine). He cuts through enemy mobs like warm butter and is the best hero in the game when it comes to raw dps. Gotrek ist fast and he can easily jump in and out of combat, shining at AoE monster smashing. However, since he is a melee warrior and not as tough as Thordal, he is also comparatively vulnerable and needs to take some care when facing very big enemies on his own. Fortunately, his superior combat agility helps him to survive in battle and he can take care of his own wounds using rune-blessed bandages. So, if the going get's rough, it's certainly good to have a Slayer on berserk around.

Pros:
- High DPS
- Very fast

Cons:
- Comparetively vulnerable (melee)
- Poor CC capabilties
[​IMG] Alrik is the mastermind and tinkerer of the group and he is a real allrounder. He is able to craft different technical gimmicks, including sentry guns, a walking bomb and the mighty darksteel golem. The golem makes up a decent tank and with all of his gadgets, Alrik can cause a considerable amount of damage. On the downside, his turrets are quite fragile and stationary so he is not too flexible when fast movement is required. Fortunately, besides his gimmicks, Alrik is able to overload his electrical weapon resulting in an AoE exposion which does not only zap nearby enemies but also reanimates dead teammates via electric shock therapy. A real nice to have, especially when the rest of the group is down. Fair enough, he uses his energy shield to stay alive so the healers do not have to care too much about him. Last but not least, he can cast a powerful stasis field to imprison the most dangerous enemies when things run out of control.

Pros:
- Good allrounder
- Good CC
- AoE resurrection

Cons:
- Low focus DPS
[​IMG] Falgrim is a truely exceptional dwarf. Being raised by elves, he has a strong affiliation to nature which actually is kinda rare for his kind. Due to his special origins, however, he has brought the arts of marksmanship to perfection. Moreover, he is able to summon four mighty pets to his assistance: Smokey the bear (tank), Fang the wolf (damage), Deadeye the falcon (ranged support) and Terios the elk (healing supporter). While AoE damage is not his best discipline, Falgrim is fast, has an unrivaled attack range and deals exceptional focus damage allowing him to quickly take out dangerous foes from a distance. Moreover, he is able to set up traps and magic seals which slow down approaching enemies making him an excellent choice for hit & run tactics.

Pros:
- High focus DPS
- Good CC
- Flexibility due to 4 different pets

Cons:
- Low AoE DPS


SCREENSHOTS

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ADDITIONAL MAP INFORMATION

THE MONSTER AND WAVE SYSTEM

The respective arrangement of monsters is generated randomly and monsters have different chances of spawning in particular waves. Usually, the higher the wave, the higher the chance that more dangerous monsters will spawn. This system has been inspired by the game Killing Floor that uses similiar mechanics to create different playing experiences from game to game. In addition, there are some rare minibosses which may or may not appear during a game. To provide a comfortable playing experience, dead heroes are automatically revived at the end of each wave so you won't run in situations of being unable to beat the game after one hero has died. When your team runs into a complete whipe, the game is automatically restarted at the beginning of the current wave while resetting XP and giving a score penalty.


SPOTLIGHT ON ITEMS

The game features a massive pool of items and a save/load system so that you can save your hero and equipment. There is an item class system allowing you to equip exactly one item of each class (like one weaopn, armor, one pair of gloves, etc.). A bag system extends your item capacity to 12 slots. Some weapons have different pros and cons, allowing to specialize your hero in a certain direction. The quality of loot depends on the game difficulty. So, with higher hero levels, you will be ready to face bigger challenges and better rewards. Finally, if everything else fails, it's good to know that you can always buy a pack of dynamite from your trusted nether merchant to blow your foes to pieces.

The full item list can be found on the following link. But be warned that it may spoil your game experience to look up all items upfront. Item Table


DIFFICULTY MODIFIERS

Difficulty Easy Normal Hard Insane Deathwish
Monster health: 70% 100% 175% 250% 325%
Monster damage: 70% 100% 175% 250% 325%
Monster movement speed: 97.5% 100% 102.5% 105% 107.5%
Merchant time: 56 48 40 32 24
Score factor: 0.5 1.0 1.75 2.5 3.25


Please note that the power of monsters is not only affected by the chosen difficulty, but also by the count of playing heroes.


HINTS
  • Enemy portal locations are pinged at the minimap. Use this information to your strategic advantage in order to find good defensive spots.
  • Your knapsack can pickup and hold all items, even those that your hero cannot. You can also sell items out of your bag.
  • If you don't want an ankh of resurrection to be triggered when your hero dies, just store it in your bag (this way you can keep it to use it to revive other heroes).
  • Monster arrangements are random, so if your team dies, it's possible that the next try is a bit more easy.

CREDITS
First, thanks to all helpful people at hiveworkshop.com for helping me in the creation of this game by providing feedback, suggestions and bug reports. Special thanks to Orcnet, -Kobas- and Ralle of Hive staff for supporting this project so that it got hosted.

Libraries/systems/scripts:
Nestharus (Save/Load system), Ammorth (MultiBars), Vexorian (vJass, Table, TimerUtils, IndieSummons, etc.), Rising Dusk (GroupUtils, IntuitiveBuffSystem, IntuitiveDamageSystem, Pool), grim001 (AutoIndex, AbilityPreload), Anitarf (Stack), The_Witcher (Shield System), Earth-Fury (UnitMaxState)

Custom Art (models, skins, icons):
Dionesiist (3D art, Legion Leader & Centaur models), oGre_ (3D art, ruins, walls and decoration models), JesusHipster (various edits and requests), 67chrome (2D art, skeleton skins and others), Norinrad (3D art, champion model), General Frank (3D art, orb & potion models), Gottfrei (3D art), Kimberly (2D art, undead ogre skin), skrab (3D art, Battlepriest model), Urkdrengi (3D art, Slayer model), Ampharos_222 (3D art, Engineer model), Radagast (3D art, Hunter model), Juice_F (2D art, EvilDwarf skin), Pyramidhe@d (3D art, Deep One, Flying Carcass & Maggot models), Sellenisko (3D art, dead & undead dwarf models), shiiK (3D art, Overlord model), Tarrasque (3D art, Firestarter model), HappyTauren (3D art, Skeleton King model), Systemfre1 (claptrap model), Bolthan (elk model), Mc ! (Imp model, 3D art, FX art, lamp and potion models), Chriz. (Imp animation), Nasrudin (3D art, indoor doodads), Kuhneghetz (3D art, Werewulf models), SuPa- (3D art, Wortling), donut3.5 (3D art, Reaper model), Misha (3D art, nether dragon), Hayate (3d art, Slime model), Systemfre1 (Claptrap model), PROXY (Ram model), The_Silent (2D art, Darksteel Golem skin), Forgotten_Warlord (3D art, Dwarven house model), Callahan (FX art), Crazyrussion (2D art, command buttons, icon art), Dan van Ohllus (FX art), JetFangInferno (FX art), shamanyouranus (FX art), sc_freek (FX art), sPy (FX art), Szythe (FX art), WILL THE ALMIGHTY (FX art), judash137 (FX art), Champara Bros (3D & FX art), Metal_Sonic (FX art), N00byStance (FX art), !!GORO!! (3D art), RetroSexual (FX art) alaslayer (icon art), KelThuzad (icon art), AlienAtSystem (icon art), Paladon (icon art), NFWar (icon art), Anachron (icon art), PeeKay (FX art), ChevronSeven (FX art), epsilon (FX art), Domokun (3D art, Gattling Gun model), Kitabatake (3D art, sniper gun model), Domokun (3D art, Snake model), Sin'dorei300 (icon art), Matareal (3D art), Kwaliti (3D art), Yayoi (3D art), crl (FX art), RightField (3D art), xXm0rpH3usXx (3D art), oBs3rv3r (3D art), olofmoleman (3D art, Moria doodads), Daelin (FX art), Deolrin (3D art), Power (FX art), Em! (FX art), Boogles (FX art)


Have fun playing and don't forget to rate and report some feedback
Moco


Keywords:
Dwarf, Dwarves, hero, survival, RPG, coop, horror, slayer, slasher, gore, monster, zombie, dungeon, crawler, rogue, team, tactic, moco
Contents

Dwarven Monster Slayers (Map)

Reviews
Moderator
10:57, 15th Mar 2014 Orcnet: damn I swear I made a filling criticism about this project some day ago, I might as well redo it all over again, for now its approved rating may vary.
  1. 10:57, 15th Mar 2014
    Orcnet: damn I swear I made a filling criticism about this project some day ago, I might as well redo it all over again, for now its approved rating may vary.
     
  2. savinguptobebroke

    savinguptobebroke
    Joined:
    Jun 16, 2013
    Messages:
    113
    :goblin_boom::ogre_datass::ogre_haosis::ogre_rage:Yesssssssssssssssssssssssss , :D

    THANK YOU
     
  3. Doomguy80

    Doomguy80
    Joined:
    Apr 4, 2013
    Messages:
    359
    Thank the gods
     
  4. X-Death

    X-Death
    Joined:
    Jul 17, 2004
    Messages:
    266
    Woot! Thank you! :D
     
  5. Isobar

    Isobar
    Joined:
    Oct 25, 2010
    Messages:
    16
    Man I'm getting my butt kicked on this map, can barely get past the first wave playing with my wife... although she's terrible, so may not be the best judge of difficulty.
     
  6. Isobar

    Isobar
    Joined:
    Oct 25, 2010
    Messages:
    16
    So am I missing something here? How do I get gold to buy items?
     
  7. MoCo

    MoCo
    Joined:
    May 24, 2005
    Messages:
    571
    There are 3 ways to get gold: monster drops, barrels and selling items you do not need. However, don't expect gettin' too much gold in the first place.

    The game is not meant to be a peace of cake, still it should be absolutely beatable if you get used to the heroes, abilities, monsters and such. So best of luck! ;)
    BTW: If you want, you can share your playing experience in the project forum: http://www.hiveworkshop.com/forums/dwarven-monster-slayers-709/.

    EDIT: Based on what you've said, I'm currently thinking about increasing the barrel loot rate so destroying barrels is more rewarding. Point noticed for next update.
     
    Last edited: Jan 5, 2014
  8. sonofjay

    sonofjay
    Joined:
    Oct 28, 2011
    Messages:
    4,250
    Congrats on the released Moco! Feedback later or tomorrow.
     
  9. Hell_Master

    Hell_Master
    Joined:
    Nov 29, 2012
    Messages:
    5,075
    Great job! I have been waiting for this, expect a feedback here and at the thread later on or soon.
     
  10. neo_sluf

    neo_sluf
    Joined:
    Feb 5, 2012
    Messages:
    1,434
    I vote for rejection! Pls. reduce the awesomeness ...

    Wow gonna review this map soon! Good job on the release! HR!
     
  11. MoCo

    MoCo
    Joined:
    May 24, 2005
    Messages:
    571
    Thanks guys! :) Let me know what you think!
     
  12. Isobar

    Isobar
    Joined:
    Oct 25, 2010
    Messages:
    16
    Well after playing for a few hours, here is my feedback.

    1. Gameplay wise, I have no complaints at all. The skills feel good, the characters are all useful. But I'm not a big fan of the mechanics behind the characters. This map lacks any sort of feeling towards building a character up. You have all the skills when you start the game, and you get no customization when you level up. All there is to do is try and get better items. With gold being so rare (Just as a test, on single player using godmode, I went from wave 1-3 with all 5 heroes fighting and by the end of wave 3, I had found 2 pieces of gold totaling I think 4 gold) it just feels too luck dependent. At least if I get gold per monster I kill, I know eventually I can afford to buy some items to help me along.

    2. Characters:
    I played a bit as each character, and enjoyed them all, but I really found out that this game is impossible if you don't have someone playing the healer. I won't complain too much about that, as you clearly state this game is about tactical teamwork... but I'm just personally not a fan of a map forcing you to have to play with a certain combination of characters.

    3. I haven't gotten passed wave 3 playing without cheats, so the game is definitely difficult. But I was also trying to play it with my wife, who is fairly new to gaming and is pretty terrible. I hopefully can get my regularly WC3 Lan party group to try this out sometime this month.

    4. Terrain: I didn't wander around the map too much, so I can't comment on it fully. The main combat area you start off in good for what it is, basically a tower-defense map with 5 dwarves instead of towers.

    My overall judgement is I don't think this map is for me. I'm not saying it's bad, but I play maps for the character development, and this map doesn't offer that. If you're looking for a fairly difficult survival/defense map, this is definitely worth checking out, but plan on dying a lot. The custom monsters and skills are all very well done. I would love seeing you do a rpg map using a lot of the features in this game however!
     
  13. MoCo

    MoCo
    Joined:
    May 24, 2005
    Messages:
    571
    Thanks for your feedback!

    Well, yeah, this is not very much about character development nor is it a typical relaxed RPG. The focus is clearly on playing your chars right and strategically team up to survive as long as possible. In that way, I want this game to be similiar to Killing Floor, but with the dwarven RPG flavor.

    As it regards your specific points:

    1. Yeah, I've already adressed this in the 0.81 update I've just released. Now, barrels provide more gold so you can buy some equip in the lower waves already.

    2.+3. I definitely want the map to be beatable with as much different hero combinations as possible. honestly, in my playtests with friends, we always had hunter, priest and engineer combo. But before I draw any conclusion here, I'd like to wait for some other peoples feedback on team setups. Chapter I really isn't that difficult if you know what to do. Did you play with 2 heroes or 3? Which combination did you actually play? Maybe, the problem wasn't the missing healers, but that dangerous monsters like mummies hadn't been taken care of fast enough? (the hunter works great here, maybe the slayer is a bit underpowered in v0.81 in comparison)

    Edit: One more question - I hope you haven't played in singleplayer with all 5 heroes at the same time? Because this won't be a good idea since the game is more difficult the more heroes are playing and you just won't be able to efficiently handle all heroes at once, even if you're very good at micro management. For SP, I recommend to use 2-3 heroes.

    Anyways, balancing all the stuff is a tough challenge and I'm happy for any reports on playing experience (please always include the hero setups).
     
    Last edited: Jan 5, 2014
  14. Isobar

    Isobar
    Joined:
    Oct 25, 2010
    Messages:
    16
    1. My only concern with this is barrels don't respawn right? So now you're basically making it a mad dash for everyone to break barrels right away in order to get money and loot first.s

    2. Like I mentioned, I was trying to play with my wife, so I wouldn't take my comments on difficulty too seriously. Playing solo, I was doing 2 character combos and was never able to get past wave 3. I tried a few different combos, but never was able to get just 2 people to gel. I know I was able to just set the hunter on auto pilot if the waves were coming out of the side, the eagle pet is able to shoot stuff through walls... that might be something you should look at fixing.
     
  15. MoCo

    MoCo
    Joined:
    May 24, 2005
    Messages:
    571
    Don't worry about the barrels - all found gold and crystals are given to all playing heroes, no matter who loots them. Let's continue the other discussion in the project forum.
     
    Last edited: Jan 5, 2014
  16. jondrean

    jondrean
    Joined:
    Jun 18, 2012
    Messages:
    2,383
    1st try - what the f*ck happened o_O (hunter, priest, paladin)

    2nd try - oh now I'm getting the hand of it! oh wait no, I got steamrolled again (paladin, priest)

    3rd try - this thing needs difficulty settings or more documentation on how to play (warrior, priest)

    edit: let me put the combinations before i forget them

    The models are nice though! :)
     
  17. Hell_Master

    Hell_Master
    Joined:
    Nov 29, 2012
    Messages:
    5,075
    The Hive Workshop Official
    [​IMG]

    Map Reviewer: Hell_Master
    Map Name: Dwarven Monster Slayers
    Map Author: MoCo


    [​IMG]

    Originality


    Map is pretty much original. It has some RPG/Dungeon Crawl/Defense feeling in it and I salute you for making a map such as this with combined map types.

    Score: 84/100

    Presentation


    Presentation is pretty much short but neat and leads to its Hosted Project Page which provides great amount of informations. Nothing much to say and nice job!

    Score: 79/100

    Design


    The Minimap Image looks great and fitting while Loading Screen could have some more visuals in it except for the Game's Logo. I do think it would better if you will add a game scene in your map as a background image at the Loading Screen or depends on how you will do it. It could also have an introduction in it. Others looks pretty much fine and there is no problem in it of course.

    Score: 63/100

    Terrain


    Terrain is quite great and is pretty much detailed for a map. Nothing much to say and it is pretty much great!

    Score: 90/100

    Object Data


    Everything looks fine and well. Map/File Size looks reasonable for a map that is great and fun to play.

    Score: 69/100

    Gameplay


    The game looks indeed fine though I would suggest you to let players choose their desired difficulty instead of scaling difficulty depending on number of players in-game and also even with a scaled difficulty, its quite hard. I would suggest is lessen the monster spawned at each Waves because its like Hardcore even at Wave 2 and 3 of Chapter 1 and also saying my ally is not use to the game yet. Also, it would be great if you will raise the chances of gold dropping at Barrels and also at monsters to make each of them worth fighting.

    Others looks great though it is just the difficulty that is greatly bothering me which for me is not quite newbie-friendly.


    Score: 61/100

    [​IMG]
    The Loading Screen could still be improved by adding an image at it instead of just a logo which looks simple. Also, add some sort of an introduction in it or descriptions. It would be much better.

    The difficulty could be tone down or better yet let players choose the difficulty.

    Lessen the spawned monster because even at Wave 2,3 and so on, its quite hard to handle such massive amounts of monsters and Cave Trolls.

    Monsters chances of dropping golds should be raised so it will be worth fighting them instead of just for experience and winning a round.

    The game could be more friendly to starters and newcomers.


    [​IMG]

    Final Score: 74.333/100
    4/5 Vote for Approval

    [​IMG]
    Contact: (Visitor Message) / (Private Message) / (Map Reviewers)
     
  18. Shanghai

    Shanghai
    Joined:
    Feb 15, 2008
    Messages:
    2,193
    terrain is nice.
     
  19. MoCo

    MoCo
    Joined:
    May 24, 2005
    Messages:
    571
    Thanks for your review Hell_Master! However, I found some of your ratings a bit arbitrary, respectively, not very traceable. For example, Object Data, Score: 69/100 What do you mean exactly and how comes the rating? What should be changed to get a higher rating here? For each downrating, there should be a clear point so that one knows what is missing and what needs to be improved regarding that point.

    I like the idea to add a little description to the loading screen though.

    As it regards difficulty, it seems that some people complain about the game being too hard. However, I need to point that louj3580 beat the game after 2 days, and points that Chapter 2 and 3 might even be a bit too easy, see here: https://www.hiveworkshop.com/posts/2467221/

    Therefore, I'm really not sure if it really is too hard, or weather some people expect too much on the first try. This isn't meant to be a piece of cake and some skill and experience are definitely required. Anyways, I recognize that difficulty options are necessary here, so I will add difficulty modes (EDIT: done!).
    After all, which map version did you reviewed? The low amount of gold had been kind of an issue in 0.80, but there should be more than enough by now (also, see the linked report from louj3580, maybe it is even too much gold right now).
     
    Last edited: Jan 12, 2014