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Dwarven Monster Slayers

This bundle is marked as high quality. It exceeds standards and is highly desirable.



LATEST VERSION v1.04f [ 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

Discord channel - find nice people to play with here: Join the IOM & DMS Discord Server!


Note that this game is 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.

PortraitCharacter Profile
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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
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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
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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
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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
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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

DifficultyEasyNormalHardInsaneDeathwish
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:5648403224
Score factor:0.51.01.752.53.25

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
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.
Level 13
Joined
May 24, 2005
Messages
609
chapter 3 is hard to camp tho, because of those guys with AoE abilities, they will wreck whatever is behind the tank

I wonder if you increased Aqcuration(dont know if thats exactly how its spelled lol :D) range of the Leader

Well, rain of fire causes some trouble, but I think thats fine though. I mean, c'mon, we're talking about chapter 3. Something needs to happen here.. big demons need big fire. ;)

Haven't changed the aquisition yet. Well, you sure, you always want that your hero automatically runs around if he notices a monster? Personally, I prefer it exact the other way so you can better hold a position and have more control of things?!
 
Level 4
Joined
Jun 16, 2013
Messages
107
chapter 3 is hard to camp tho, because of those guys with AoE abilities, they will wreck whatever is behind the tank

What ? My brother and I camp all the time in the 3 rd chapter it is total possible, even on hard :p

BUG
-turrets kills don't count toward to the kills of the engineer.

Note

-The amount of crystals you get on an easy match is ridiculous we often get 4-7 crystals in the first 5 levels on easy . Where as you get far less on hard and normal .In a recent play through on hard we only got a crystal on level 11.

- The 3rd chapter has no interludes at all.

- from level 1 to 30 playing as the engineer his Gatling turret only gains one damage while the sniper gains over 100 damage this make the Gatling gun very impractical past wave 4 or in the late game.

-The Hunters bear , although he is the tank pet , the wolf is far better at the job as he raises more agro then the bear , does more damage and lasts longer as he has the 66% dodge chance.

-My brother insists that I tell you that the bird is useless.

-The waves in chapter 2 feel a lot longer because of the reaper perhaps you should reduce the total number of monsters in a wave so it is a bit shorter.

- could you make the first boss battle a bit more interesting as all we do at the moment is stand there pounding him until he dies at the moment.

-Barney could use some abilities as he is rather boring compared to Mordred .

-Something more to spend gold on , even if it is crystals at a 20 to 1 exchange rate

Thanks as always and keep up the good work , note that these are just suggestions and nothing more .
 
Level 13
Joined
May 24, 2005
Messages
609
Thesee are very good suggestions. I really appreciate that you play so much and identify weak spots in the game. So, couldn't be happier with the feedback response and I put all these points on my list.

Besides, do you have some good ideas how to make the first boss more challenging?
And: maybe an idea for a good supporting ability to give to the falcon?
 
Level 23
Joined
Apr 16, 2012
Messages
4,041
Well, rain of fire causes some trouble, but I think thats fine though. I mean, c'mon, we're talking about chapter 3. Something needs to happen here.. big demons need big fire. ;)

Haven't changed the aquisition yet. Well, you sure, you always want that your hero automatically runs around if he notices a monster? Personally, I prefer it exact the other way so you can better hold a position and have more control of things?!

I dont say the rain is good, just it causes a bit of damage :D I am actually totally fine with that, do even more, so I cant camp! :D

The bear has issues, because while the Leader doesnt run around, the bear certainly does and the priest has to run to him to heal him regardless

More interesting boss? Add spawns, or add a self heal, or maybe something like the chain stuff from the spirit walkers, that makes all units take the damage
 
Level 4
Joined
Jun 16, 2013
Messages
107
Besides, do you have some good ideas how to make the first boss more challenging?
And: maybe an idea for a good supporting ability to give to the falcon?[/QUOTE]

Ideas 4 first boss

1-all those dead dwarf bodies they resurrect .

2-the boss has three lives he gets progressively stronger after each time he is defeated and unlocks more abilities.
1st level he has his frost bolt and frost hail .
2nd level he gains he frost surge that deals 5 damage and inflicts frost effect and people he also raises some dwarfs around the map
3rd the resurrect lots of zombies and some dwarfs he gains the blood lust ability and the ability to spawn zombies around a specific player.
After you kill him now the dwarfs have smartened up and now attack is body before his magic has time to heal him.

3- a knock back ability

4 - a cinematic see image . Thorin approaches the main gate he stares at it and smacks it with is hammer and turns around " I was hoping that would work , Alrik have any ideas ? '' .The dwarfs stare back silently , he repeats the question .The he feels a sudden rush of cool air a turns around only to discover the gigantic behemoth behind him , he says some thing about his mother and battle begins .

Ideas for falcon

1-a eagle eye (ironic since he is a falcon ) he passively increases all near by heroes sight range drastically and a slight range increase or crit

1-b the hunter and falcon become one , his shoots now are pin point an piece multiple foes for a time. 10 - 15 seconds

2 after a period of time the falcon can go off map a summon a griffin friend for 30 or 60 second the griffin is very strong but he doesn't like cave much so has to leave after some time.
 

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Level 4
Joined
May 7, 2011
Messages
96
Haven't changed the aquisition yet. Well, you sure, you always want that your hero automatically runs around if he notices a monster? Personally, I prefer it exact the other way so you can better hold a position and have more control of things?!

Ain't that why Warcraft III got a hold position command?
I would use that, if I wanted my unit to stand still.
 
Level 4
Joined
Aug 11, 2013
Messages
65
ALRIGHT! Time for my feedback.

Played today with my brother on LAN for about an hr or so. We got passed mordred and the fat one (cant remember name) boss.

I have a few complaints:
1. The first room and in a few other rooms, the MASSIVE pillar/ column things BLOCK the camera vision so i cannot see my character!

2. The item system is very boring and i felt like there was no real character progression nor was there effort = reward feeling.

Ok thats only 2 complaints, the rest however from what i saw was pretty good. I liked the combat (played the slayer), i liked the reaper of souls roaming around forcing us to move around and i thought the bosses were pretty cool too.

And LOL i also thought it felt like Killing Floor too, so you got that part right.

Anyway, my overall rating would be 3/5, and thats only because the item system really isnt immersive and its quite rubbish (no offence). If the item system was improved you would get at least 4/5 from me, if not a 5/5.
 

Deleted member 219079

D

Deleted member 219079

MoCo needs to PM you a code with which you can get some credit back (mind lending it after you've used it?)
 
Level 4
Joined
Aug 11, 2013
Messages
65
Haha... Don't want to dissapoint you, but chances are that all codes won't be working anymore after the map has left beta status. I had actually planned to reset all codes on the 1.0 release. Anyway, 18% isn't too much badass at all I think ;)

Before actually "releasing" the game, you should really fix the item system. I know i said it before, but it just kills the game having a crummy item system where there is fuck all effort = reward.

There also needs to be choice in what items to actually use, like right now for example the only difference between weapons are the % damage increases, thats it ...

Anyway, good luck doing it, i still think its a pretty good game :)
 
Level 23
Joined
Apr 16, 2012
Messages
4,041
I finish solo Normal mode with 3 heroes after 3 hours on the new version :D

Suggestion: While fighting the boss duting chapter 2(dreadlord and something big and ugly :D) the reaper is still sround, which is more annoyinh than helpful imo, because you cant just stand in the corner because dreadlord will rape you

but you still have to run like a pussy because the reaper wants your head and you will spend more time in thr fight running than fighting

Also, when Roryn gets oblitetated by the woman, she says Dwarfs, it should be Dwarves

sorry for typos, typing on mobile sucks
 
Level 1
Joined
Jan 11, 2014
Messages
2
Hello, I been reading this thread for a bit and just wanted to add about the game. Played it once with my friend beat it first try. on .84 normal mode. Ranger and Slayer no wipe and it was almost to say easy. but what I noticed and felt, though it seems like you have already taken some steps to fix the problems. With out you leveling you characters skills or finding items that change them or give you new skills the game gets a little bland as the ranger I only had to use a few skills and I was extremely effective, the aoe slow seal and its q to snipe the strong ranged units and bosses, then your pet and pet heal but that is not even used that often. as the game went on and the waves got longer, not harder I was just kinda bored i would sit behind the bear or slayer and mindless auto attack till there was something that was worth a Q. Even when we played a wave where there was 3 or more ways for the mobs to get at us there was often not enough fear or pressure, when you added the jumping and teleporting creeps it almost made things spicy but as the ranger i could just one shot the few that did it. but while i want it hard I don't want it unplayable like the black holes the angels make if you don't know about it and are unlucky you can get killed and your ankh goes off right away and you just die again because the hole does not move off your dead body. But like what most people have been saying, you need a better items system maybe things that are spells or will at to your hero's so as you progress you earn something, and unless the harder difficulties have better crystal drops you might wanna increase there drop rate, in our whole play threw we came across 5, not a whole lot of items to be had. Besides the Length of one play threw and the lack of variance threw the play threw and lvling up. the game played nice looked nice and felt nice. just wish there was more of an rpg or reward factor to playing the game.
 
Level 13
Joined
May 24, 2005
Messages
609
Thanks for your feedback. Got your points. Some things should be already taken care of and if its too easy, you actually should try one of the higher difficulties next time (you may try the new 0.88 version on hard or insane). Even though you might be good at micro, I don't expect things will be boring on insane at all..

Anyways, I see that the item system should be the primary focus of the next big update since here is a lot of demand for improvment. Moreover, I will make some thought on how to bring in a little more character development.
 
Last edited:
Level 4
Joined
Aug 11, 2013
Messages
65
What do you actually mean by "fuck all effort = reward"?

Ok what i mean by that is, we play for like 2 hours completing hard difficulty (which takes a lot of effort), and during the whole thing i dont upgrade a single item.

So theres all this effort put in, with little reward. The last run i did for example, the only thing i got was 1 extra crystal.
 
Level 4
Joined
Aug 11, 2013
Messages
65
Thanks for your feedback. Got your points. Some things should be already taken care of and if its to easy, you definitely should try one of the higher difficulties next time (you may the new 0.88 on hard or insane)

Anyways, I see that the item system should be the primary focus of the next big update since here is a lot of demand for improvment. Moreover, I will make some thought on how to bring in a little more character development.

Yep defiently work on items next patch, it would be good if weapons/ other items gave different stats from one another instead of just a bonus to damage.

Edit: Sorry for double posting
 
Level 14
Joined
Jun 27, 2008
Messages
1,325
So we just played this game with 4 people and its actually kinda funny. But:
- Heroes are not cusumizable, this makes the whole game a bit boring to play as your hero stays at it is from the beginning till the end. There are no stats you can spend, there are no spells you can learn/levelup, you dont have much itemchoice (the only choice i had was which orb to use)...
- Right before we killed the last boss (at that point only 2 people were left in the game, ranger + healer) the healer got teleported far away from the bosses location. He didnt have enough time to run back to the boss to claim his items because the game ended before he arrived. That kinda sucks...
- After the game ended there is like 3 minutes of video when nothing is happening (except that the picture is fading dark) and when you cannot quit the game or even write to other players. At least allow people to chat before they get thrown out...

Overall it was fun to play, but after like 10 minutes it gets a bit boring especially because of the missing hero development.
 
Level 23
Joined
Apr 16, 2012
Messages
4,041
So we just played this game with 4 people and its actually kinda funny. But:
- Heroes are not cusumizable, this makes the whole game a bit boring to play as your hero stays at it is from the beginning till the end. There are no stats you can spend, there are no spells you can learn/levelup, you dont have much itemchoice (the only choice i had was which orb to use)...
- Right before we killed the last boss (at that point only 2 people were left in the game, ranger + healer) the healer got teleported far away from the bosses location. He didnt have enough time to run back to the boss to claim his items because the game ended before he arrived. That kinda sucks...
- After the game ended there is like 3 minutes of video when nothing is happening (except that the picture is fading dark) and when you cannot quit the game or even write to other players. At least allow people to chat before they get thrown out...

Overall it was fun to play, but after like 10 minutes it gets a bit boring especially because of the missing hero development.

you know you could pull stash and insert item into it, and run to the healer, meeting him half-way and giving him the item from stash?
 
Level 4
Joined
May 4, 2011
Messages
88
This game is AWESOME!! 5/5 I played it on single player using three, yeah three heroes! (Thordal,Gortek,Borgo=perfectcombo). I beaten the game in normal difficulty. But after I killed the boss, it said that "it's a good time to save your hero", but it's so fast. While i'm fixing the items, a cinematic started(which i really didn't expect). So I haven't saved my heroes' items. T.T

Anyway, awesome game!! :D
 
Level 1
Joined
Jul 13, 2009
Messages
3
this is awesome, if this is somekind of an RPG style map, this would've been totally rocked srsly.....
 
Level 2
Joined
Mar 26, 2014
Messages
28
Great Map =)

Love the idea and the abilities; although the pace/difficulty could still use work. (feels slow and too easy at parts, particularly compared to some harder things in earlier waves--such as dwarf boss from cinematic being easier than the vampire (with the leaping and mirror imaging; and there are undead dwarves that are harder than later enemies rather early on due to their dps and charge skills) but going up from easy to normal is often too hard--at least in public games where people are playing for the first time (unfamiliar with skills as well as lacking equipment). Perhaps make the current "easy" into "very easy" and make "easy" an inbetween difficulty?

Some observations:
♦It invariably seems like Thordal always leaves in the first 10 minutes (boring to play? Or coincidence/similar types of people pick him?--and the rest of the game there's constantly Thordal drops and Thordal items in shop.)

♦Cloth armors seem too rare (perhaps increase drop rate for a really basic one). I've yet to see one drop (5 or so games so far--although most fall apart early) although i did see one player with a cloth armor.

Opinion: the first part of intro that introduces setting and a great evil seems overly bland/ordinary/dull (much better once we're introduced to the dwarves) Not sure how to improve it though---perhaps some unique factoid about the dwarven stronghold--the quirkier the better. Like they always eat spaghetti with a spoon on the night of a blue moon. (Can't think of relevent examples for dwarves) Or perhaps they're best known for their ballet dancing, or a play called "the dwarf the man and the night elf monstrosity" or for tap dancing in the rain or baking a mean dirt pie. Or maybe something more obscure than quirky like they always make their blades exactly 2 foot 7 and 1/4 inches long. Something that sticks out and makes people smile. And rather than generic evil describe it or how/why it came/why now. Did the dwarves have a massive feast (celebrating what?--the discovery of a new vein of arcanium? the prince's 3rd anniversary of accidentally kissing a cow? the elves moving deeper into the forests away from them?) and get so drunk they all slept? Or describe how the enemy found a weakness or found a good time/gathered their forces. Maybe the lust demon came through 20-30 years ago and there was a rise in able bodied undead; maybe they discovered some source of power--a fountain that flows of blood; a lost scepter/relic of power; a spoon of fertility; the discovery of a rage-powder mine that gave power or desire to (said evil forces). Or maybe they ran out of a soothing drug (recreationism relaxism tranquilion) or were tired of the undead who stuck to the old ways of summoning and sacrificial ceremonies rather than just taking/doing what they want. (Hope that's enough to get some creative ideas going)

*Edit* Just played a game where Thordal was the last to stay and I also found 2 robes. Thordal seems rather capable so guess it's just the people that try him.
Also after some waves (boss waves?) merchant doesn't appear or isn't pinged. Could you add that? Even if they don't have equipment like usual. Remember not having any potions for next wave when merchant didn't appear.
 
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Level 4
Joined
May 27, 2014
Messages
65
I've play your Map and it is very awesome. It is neat and cool... I just want to ask one question when will you gonna upload the newest version because it very amazing map XD
 
Level 13
Joined
May 24, 2005
Messages
609
Great to hear that you like it!

Actually, I'm currently working on a major update that will introduce some new cool things (i.e. ancient dwarven defense turrets, barricades, improved items, new hunter pet, etc.). I guess it mightl be ready at the end of next weekend. Stay tuned!
 
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