1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  5. Choose your ride to damnation in the 5th Special Effect Contest Poll.
    Dismiss Notice
  6. The winners of the 13th Techtree Contest have been announced!
    Dismiss Notice
  7. Vote for the best entries in the 13th Music Contest Poll.
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Erebus [Builder] vAI_2.0b

Submitted by Boris_Spider
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

Erebus
By Boris_Spider and Crabby_Spider


Object: Use your Hero to take control of the 5 Obelisks, unlocking the gate back to Azeroth, and escape.

Plot: You have been killed in battle on Azeroth and entered Erebus, a middle-world between the living and dead, and gateway to the Underworld. Neither here nor there, you are doomed to wander here for eternity ...unless you can escape.
There are 5 rivers which lead to the gateway: Styx, Phegethon, Cocytus, Acheron, and Lethe. Each of these rivers exploits a weakness within you and your units through a mist, affecting your ability to command and fight.

~Styx is the river of hate, and intensifies such hatred of enemies, your units’ attacks become reckless and less effective.
~Phegethon, the river of flame, takes what burns in the hearts of warriors and uses it to destroy flesh and metal alike.
~Cocytus is the river of lamentation, reminding all units of their regrets and failures, dulling their vitality.
~Acheron, the river of pain, corrodes the body and mind of your units until there is nothing left of them.
~Lethe is the river of oblivion, robbing your units of their memories, it leaves them standing with no knowledge of purpose.

The power of each river is focused through an Obelisk. To control each river and cast off the effects of its mist, you must control the river's Obelisk. Each is protected and you are not the only Hero planning to escape. You must raise an army to defeat the challenges which lie before you. Not until you conquer all of your weaknesses, shall the gateway from Erebus be revealed. Not until then, shall you escape ...Erebus.

AI:
-Erebus has a competitive AI, and the difficulty you select matters.
Easy AI: This difficulty will pit you against the original AI used
Normal AI: This difficulty receives +80 to base speed, 5% faster HP regeneration, 5% increased mana regeneration, and +5 base damage to all units & both attacking buildings. Normal gets Spiked Barricades for its buildings reflecting 5 damage
Insane AI: This difficulty receives +160 to base speed, 8% faster HP regeneration, 8% increased mana regeneration, and +10 base damage to all units & both attacking buildings. Insane gets Spiked Barricades for its buildings reflecting 10 damage. Insane is allied to Erebus and Eredar Warlocks it controls will summon Ker (1 per Eredar Warlock)

-Depending on your system abilities, we recommend that you use no more than 3 computer players if you're playing by yourself. It's best used for practice/testing or to fill an empty slots in multiplayer games. You can use more, but the frame rate may become an issue (especially if on your own) due to the sheer volume of AI commands to it's units on the map.
-In games with 4 or less players (including AI), all AI armies will spawn on the west-most island (Phegethon’ Island).
Note: Multiple (user) players with full armies do not cause this, just the AI micro.
-The AI is designed to destroy other bases; it will not capture Obelisks (This is Thanatos' task).
-The AI uses a full (100-soul) army.
-If the AI can make a Slave, it can make a base.

***New Players should never play against the Insane AI***

Save/Load:
For some reason, saving the game and loading it later will cause the game to glitch. This is assuming you can load the saved game at all. I do not know what causes this, as it's an issue with the save/load feature of WarCraft 3 itself. It is advised that you finish the game you're playing. However, you can save and view replays.

Gameplay:
-You begin the game as a Soul. Your first step is to find a slave and Possess it. You will then be given your Hero form and take control of the surrounding buildings. Next, use these buildings to create slaves which can build aditional buildings allowing you to create more complex/powerful armies. With enough power, and the use of Sky Barges, you should be able to take control of an Obelisk by defeating the Guardians and placing your Hero within the Circle of Power. Your Hero must survive for 45 secs (you will not be able to control him during this time) before the Obelisk falls under your control and the effects of the river channeling through it are removed from your units. By controlling adjacent obelisks, you open portals between them allowing you to quickly travel across the map. Be warned, your enemies can use these portals as well.
-Typing "-fastgame" will lead to a player vote. If enacted, the Obelisks will not be defended and Thanatos will never recapture obelisks lost to players
-If you hear a strange sound while playing the game, something happened. It was probably important.
-The islands are connected by bridges; these bridges are monitored by Charon. To cross them, a fee is automatically collected - failure to pay results in loss of whatever attempted to cross the bridge.

-Defeated players will be given a choice to fade into Erebus (become an observer that can see all but remains unable to interact the game or the players) or to take vengeance and become a Theratone that serves Thanatos (join Neutral Hostile and attempt to disrupt surviving players’ attempts to win).

Note: Erebus is a FFA.

Getting Started

To begin you must choose your hero class, a list/description is given to you on the loading screen.

[​IMG]

You begin as a Soul, and must wander around the map until you find a Slave and possess it.

[​IMG]

A neutral Slave must be captured to begin building your base. They are found near Shrines and Mausoleums.

[​IMG]

Raise Slaves from your recently acquired Shrine.

[​IMG]

Before you can build anything else you have to build your primary structure, the Fissure...

[​IMG]

...then you must build a Necronage.

[​IMG]

In order to build your army you need a Crypt.

[​IMG]

In the event your Hero (Your Incarnation in Erebus) is defeated, you can revive it at a Shrine you control or at a Temple of Vengeance.

[​IMG]



The more Shrines & Obelisks you have, the larger your income will be. The more Necronages and/or their upgrades that you have, the more food you’ll have available. The more Crypts that you have, and/or their upgrades, the faster you'll be able to rebuild your army. Upgrading your primary structure will allow you to upgrade your existing buildings as well as build specialty structures such as Soul Towers, Beacons, Altarsof the Forsaken, and Temples' of Vengeance.


Capturing an Obelisk

There are a variety of methods for capturing Obelisks. You can wait to steal one just captured by another player or take it from Erebus.

In either case, you have to build a Sky Barge in order to reach the platforms.

[​IMG]

Now, you can take Obelisks by using Soul Towers and and steady stream of units to divert the Guardians' attention.

[​IMG]

In the event you don't like taking high-risk chances you can slowly advance walls and towers to remove the Guardians before you send your hero into the circle of power.

[​IMG]

Once you reach the platform, build a Necronage and protect it. Otherwise you'll have to fly more Slaves in from somewhere else.


There may be up to 12 challengers struggling for control of the Obelisks, and all 5 must be controlled by the same player to open the Gate to Azeroth and escape. Building a force sufficient to not only take control, but protect each Obelisk is necessary. If there are many challengers, it may be necessary to destroy them before pursuing the task of controlling the Obelisks. Once all 5 Obelisks are under your control, move your Hero to the Gate and send him through it.

Gameplay Screenshots

Lich's ultimate.

[​IMG]

King's ultimate.

[​IMG]

DeadEye and Lich using ultimates while battling each other.

[​IMG]

Attacking a base.

[​IMG]

Destroying a base.

[​IMG]


Custom: Nearly everything in Erebus (terrain: tiles/cliffs, doodads, models, and icons) is custom and made by either a THW user, Crabby_Spider, or myself.

Credits

Credits (Models)

The following models can all be found on www.HiveWorkshop.com:

Unit Name -=|=- Model File -=|=- Author
Incarnation -=|=- Deadeye -=|=- jigrael
Warden -=|=- SkeletonLordX -=|=- levigeorge1617
Slave -=|=- SkeletonPeasant -=|=- Cavman
Avenger -=|=- SkeletonFireMage -=|=- HappyTauren
Preacher -=|=- SkeletonWarriorFireMage -=|=- HappyTauren
Marauder -=|=- BurningArcher -=|=- BlizzardEntertainment
Mist-Walker -=|=- ShadowInferno -=|=- Necromancer_187
Reaver -=|=- GhoulMurloc -=|=- DonDustin
Ghostrider -=|=- Skeletal Death Knight -UPDATED-=|=- Meteor-demon
Tomb Breaker -=|=- TombPharoah -=|=- Callahan
Thanatos -=|=- Wraith_Final -=|=- donut3.5
Ker -=|=- Destroyer -=|=- Dionesiist
SwordMaster -=|=- AngolmorTorturer -=|=- Ampharos_222
King -=|=- Diablo III:King Leoric -=|=- HappyTauren
Lich -=|=- Inquisitor Malendis -=|=- Sellenisko
Arachne -=|=- Lurker -=|=- -Grendel
Skorpius -=|=- Burrower -=|=- -Grendel
Crossbow -=|=- Crossbowman -=|=- -Grendel
Rebel -=|=- Fresh Shambler -=|=- -Grendel
Rebel -=|=- Calcium Terror -=|=- -Grendel


Building Name -=|=- Model File -=|=- Author
Fissure+upgrades -=|=- Chaos Citadel -=|=- HappyTauren
Crypt+upgrades -=|=- Cruel Cloister -=|=- Gottfrei
Necronage+upgrades -=|=- Necronage -=|=- BlizzardEntertainment
Temple of Vengence -=|=- ShrineoftheDeathWalker -=|=- Thrikodius
Beacon -=|=- DemonTower -=|=- HappyTauren
Wall -=|=- MishaWall+ -=|=- Misha
Altar of the Forsaken -=|=- LegionTeleporter -=|=- Mephestrial

The following models are used, but not found on www.HiveWorkshop.com:

Unit Name -=|=- Model File -=|=- Author
Footman -=|=- DefendSkeleton6 -=|=- Cavman
Wyrm -=|=- FrostWyrmV2 -=|=- Revilo


Credits (Skins/Tiles)

The following skins can all be found on www.HiveWorkshop.com:

Unit Name -=|=- Skin Name -=|=- Author
Eredar Warlock-=|=- skeletalwarlock -=|=- EvilYardGnome

The following tiles are used, but not found on www.HiveWorkshop.com:

Erebus_SkullTile (Overrides the Felwood Leaf Tile) -=|=- Crabby_Spider
Erebus_RoughDirt (Overrides the Icecrown RoughDirt Tile) -=|=- Crabby_Spider
Erebus_GDirt (Overides Underground Dirt) -=|=- Crabby_Spider
Erebus_Grass (Overrides DalaranRuins Grass) -=|=- Crabby_Spider
Erebus_Cliff0 (Overrides Underground Natural Cliff) -=|=- Crabby_Spider
Erebus_Dirt (Overrides Icecrown Dirt) -=|=- Crabby_Spider

The UI was created by Crabby_Spider, and currently is not available on www.HiveWorkshop.com.


Credits (Icons)

The following icons can all be found on www.HiveWorkshop.com:

Icon Used As -=|=- Icon Name -=|=- Icon Creator
Slave -=|=- SkeletonPeasant -=|=- Cavman
Avenger -=|=- SkeletonFireMage -=|=- HappyTauren
Preacher -=|=- SkeletonWarriorFireMage -=|=- HappyTauren
Fissure+upgrades -=|=- Chaos Citadel -=|=- HappyTauren
Beacon -=|=- DemonTower -=|=- HappyTauren
Evasion -=|=- Restlessness -=|=- 67chrome
Possession -=|=- Possess -=|=- Crabby_Spider
Bone-type Armor -=|=- BoneArmorA -=|=- Crabby_Spider
Cancel -=|=- BoneCancelmod -=|=- Crabby_Spider
Hold -=|=- BoneHoldmod -=|=- Crabby_Spider
Move -=|=- BoneMoveA -=|=- Crabby_Spider
Patrol -=|=- BonePatrolFinal -=|=- Crabby_Spider
Stop -=|=- BoneStopA -=|=- Crabby_Spider
Ignite -=|=- Fire_Siege -=|=- Boris_Spider
Fire-type Damage -=|=- Fire_WC3 -=|=- Boris_Spider
Fire-type Armor -=|=- FireShield -=|=- Boris_Spider
Demolish -=|=- Explode1 -=|=- Muoteck
Subvert -=|=- OrbPain -=|=- Big Dub
Lightning-type Attack -=|=- Electric Blast -=|=- The_Silent
Spiked armor-type -=|=- Shoulders -=|=- Mr.Goblin
Clad armor-type -=|=- SoulArmor -=|=- Mc_!
Tomb Breaker -=|=- TombPharoah -=|=- Callahan
Warden -=|=- GrimReaper -=|=- Dan van Ohllus
Thunderbolt -=|=- LightningStrike -=|=- -BerZeKeR-

The following icons are used, but not available on www.HiveWorkshop.com:

Icon Used As -=|=- Icon Name -=|=- Icon Creator
Guardian [armor type] -=|=- Guardian_Armor -=|=- Crabby Spider
Archer -=|=- Archer_Icon -=|=- Crabby_Spider
Ranger -=|=- Ranger_Icon -=|=- Crabby_Spider
Marauder -=|=- Assassin_Icon -=|=- Crabby_Spider
Reaver -=|=- Reaver_Icon -=|=- Crabby_Spider
Temple of Vengence -=|=- Temple_Icon -=|=- Crabby_Spider
Wall -=|=- Wall_Icon -=|=- Crabby_Spider
Crypt -=|=- Crypt_Icon -=|=- Crabby_Spider
Barracks -=|=- Barracks_Icon -=|=- Crabby_Spider
Fortress -=|=- Fortress_Icon -=|=- Crabby_Spider
Shift -=|=- CloudOfFog -=|=- Crabby_Spider
Pierce the Veil -=|=- PierceTheVeil -=|=- Crabby_Spider
Moros's Caress -=|=- Cleaving -=|=- Crabby_Spider
Eredar Warlock -=|=- EW_icon -=|=- Crabby_Spider
Hadian armor-type -=|=- HadianArmor_icon -=|=- Crabby_Spider
Mend -=|=- AvengerMend_Icon -=|=- Crabby_Spider
Swordmaster -=|=- Swordmaster_Icon -=|=- Crabby_Spider
Thunderwrand -=|=- Thunderang_Icon -=|=- Crabby_Spider
Crossbow -=|=- Crossbow_Icon -=|=- Crabby_Spider
King -=|=- King_Icon -=|=- Crabby_Spider
Lich -=|=- EvilLich_Icon -=|=- Crabby_Spider
Altar of the Forsaken -=|=- Altar_Icon -=|=- Crabby_Spider
Arachne -=|=- Spider_Icon -=|=- Crabby_Spider
Skorpius -=|=- Scorpion_Icon -=|=- Crabby_Spider
Gnosis -=|=- Gnosis_Icon -=|=- Crabby_Spider

The following icons were altered only in that a passive version was created. No change to the art was made.

Icon Used As -=|=- Icon Name
Souls [Icon] -=|=- ShadeTrueSight
Mist of the Phegethon -=|=- LightningShield
Mist of the Cocytus -=|=- DeathAndDecay
Mist of the Acheron -=|=- AntiMagicShell
Mist of the Styx -=|=- UnholyFrenzy
Mist of the Lethe -=|=- Banish
Cloak of the Phegethon -=|=- WallOfFire
Stun -=|=- Dizzy
Torch -=|=- SearingArrows
Lyssa's Rage -=|=- FireBlade


Credits (Other-Models)

The following doodads/models can be found on www.HiveWorkshop.com:

Name -=|=- Author
Shadow Trap -=|=- JetBlackInferno
CloudOfFog -=|=- JetBlackInferno

The following models were found on the Ultimate Terraining Map v3.0 on www.HiveWorkshop.com:
Crystal -=|=- Celestea
DeadTree-DeadTree08 models -=|=- Unknown


Credits (Spells)

The following spells can be found on www.HiveWorkshop.com:

In-game name -=|=- Spell name -=|=- Author
Deadman's Aura -=|=- Sparky Aura -=|=- Elainie
Lightning Nova -=|=- Lightning Nova -=|=- MortAr
Thunderbolt -=|=- LightningStrike -=|=- Paladon
Thunderwrang -=|=- Thunderwrath -=|=- Mr.Goblin
Wrath of Zues -=|=- Destructive Lightning -=|=- cyberkid
Lightning Speed -=|=- Lightning Speed -=|=- MortAr



Changelog

vAI_2.0b_10/31/14:
~Refreshed the upload to commemorate the 5-year anniversary of this map.
~One more update is ready to go, I just need the 2 hours required to do it!

vAI_2.0b_09/07/14:
~Modified the experience-gained formula for heros to increase the experience required to reach max level (25)
~Activated an additional faction (NPC only) - Rebels will search for bases to destroy. Rebels are not friendly to anyone but Thanatos
~Modified the Lich's Dark Ritual to heal HP & mana
~Modified the trigger that concerning Lethe's affect to target units with buff as opposed to determining which players aren't the controlling player
~Fixed bad icon for the Buried Skorpius
~Fixed error where defeated AI players retain their names

vAI_2.0_08/23/14:
~Players can now play with Erebus upon defeat as Theratones or be an Observer
~Corrected several bad tooltips
~Consolidated redundant triggers
~Modified player selection in Pre-Game to indicate that Erebus is a FFA & no more than 3 AIs should be present
~Fixed gltich where main building was stolen, shutting the victim out of the game
~Renovated the Income system; a note of it is present on the player's primary structure. This should make gameplay more of an area-control
~Redid tree/mushroom placements on applicable islands; mostly to encourage attacks and allow for easier base builing
~Removed an obsolete trigger which provided a gaurenteed base of 50 Souls for all players; this encourages attacks on Necronages and their upgrades to limit enemy production
~Added Emissary; the only unit capable of capturing Shrines & Masoleums which are now invulnerable
~The Incarnation's "Smother" ability renamed "Conquer" as it now captures Shrines & Masoleums, though not as effectively as Emissarys do
~Reworked hero abilities to add extra levels and the addition of the Attribute Bonus ability; AI does not use the modifications
~Added Essence Transfer as a late-game research for Masoleums for added base defense
===========================
~AI difficulty levels incorporated:
Easy AI is the original AI
Normal AI receives +80 to base speed, 5% faster HP regeneration, 5% increased mana regeneration, and +5 base damage to all units & both attacking buildings. Normal gets Spiked Barricades for its buildings reflecting 5 damage
Insane AI receives +160 to base speed, 8% faster HP regeneration, 8% increased mana regeneration, and +10 base damage to all units & both attacking buildings. Insane gets Spiked Barricades for its buildings reflecting 10 damage. Insane is allied to Erebus and Eredar Warlocks it controls will summon Ker (1 per Eredar Warlock)

vAI_1.9_04/21/13:
~Food limit is 100, not 150. This should reduce lag due to too many units present and increase AI potency
~Unit levels and costs are more reasonable; the Crypt/Barracks/Fortress nowproduces the primary units for 5/10/15 (T1/T2/T3) costs
~Diversified AI armies to better suit the hero-type used
~AI now utilizes a tier system (Example: T1 uses Footmen, T3 uses Swordmasters)
~AI Ghouls will now clear large swaths of trees
~Disabled the ability for AI tocapture nuetral Shrines Masoleums (rarey used)
~Removed several AIstart locations due to base-construction problems
~Spirit Link now connects 10 units and distributes 100% of the damage across linked units
~Replaced Evasion with Moros's Caress for the Wyrm
~Ghost Rider gained 'Incinerate' abilitity; deals 100 damage to an enemy unit, structure, or tree. Has a 2-min. cooldown
~Now Warden is 2nd tier (T2) assualt and Tomb Breaker is T3 assault
~King base damage doubled to 10
~Assassin renamed to Marauder; now raised by Temple of Vengence
~Temple of Vengence only assembles fire-based units
~Marauder & Ghost Rider now have HP regeneration
~Added Temple of the Forsaken; a new building introducing new units. Also raises Eredar Warlocks
~Added Arachne; fastest ground unit in the game, can immobilize units for a short duration
~Added Skorpius; a powerful 'tank'
~Added Crossbow, now the tier-3 archer
~Ghost Rider & Tomb Breaker have a faster & notably faster attack rate, respectively
~King, Tomb Breaker, Lich, & Eredar Warlock now have AoE attack damage that can hit trees, structures, and units
~Buffed King's damage, HP regen, attack speed, and attack AoE
~King and Lich have new models
~Increased size of Footman
~A sound will play when a player loses
~Replaced sounds played when an obelisk is taken and when the game is won
~Increased the primary units' attack speed to better suit smaller armies
~New loading screen
~No longer use the 'King Leoric' model/icon

vAI_1.8_07/24/11:
~Swapped Deadeye's and King's Shock Therapy and Thunderang, respectively.
~Corrected Deadeye AI build error
~Decreased the Stun ability duration from 2 to 0.5 seconds
~Obelisks now have the Obelisk Mist ability as a defense against attacks.
~Nerfed Deadeye Lightning Nova to 50 D/T instead of 75 D/T
~Buffed Lich's Lightning Strike to 35 damage instead of 25
~Modified AI scripts to allow better defense when bases are severely damaged
~Removed the space in front of the name: King of Kjeldor

vAI_1.7_07/17/11:
~Added -FASTGAME information in the |cffffcc00Info|r tab in-game
~Buffed King's Ultimate (20 DPI instead of 10 DPI)
~Buffed DeadEye's ultimate (5% DR/B instead of 20%, 75 D/T instead of 10, 10 bounces instead of 5)
~Nerfed Lich's ultimate (-10% DR/B instead of -20%)
~Corrected trigger which failed to show the name of the player who opened the gate to Azeroth
~Swapped base buildings to prevent glitch that makes heroes unreviveable:
---Temple of Vengeance is now based off of the Altar of Kings instead of the human Barracks
---Shrine is now based off of the Altar of Darkness instead of the Dranai Haven
~Player names are displayed properly after a victory occurs
~The victorious player is no longer "killed" during the closing cinematic
~Buffed starting mana for the Deadeye/King; 150/200 instead of 100/100, respectively

vAI_1.6_07/09/11:
~Corrected the trigger which determines when a player is defeated to prevent players from having no units and remain in game blind
~Corrected Interface statement referring to Farms when unit production is maxed

vAI_1.5_07/03/11:
~Added the FastGame Option
~Walls are no longer counted as units to prevent a player from being defeated
~Increased Swordmaster model scale from 0.5 to 0.8

vAI_1.4a, 06/20/11:
~Corrected Tomb Breaker and Peon animations when attacking trees
~Decreased Volcano upgrade time from 140 to 60 seconds
~Decreased Inferno upgrade time from 140 to 120 seconds
~Increased Reaver model scale from 0.8 to 1.3
~Corrected several interface typos
~Updated/removed all Incarnation references
~Dimmed the brightest crystals on Acheron's island to ease strain on eyes
~Decreased Sky Barge minimum height from 90 to 50 to allow easier visibility of it while passing over tall trees
~Buffed movement speed of all units (includes Neutral Hostile) +30 to allow quicker traversing of the map

vAI_1.4, 06/19/11:
~Erebus now has a custom interface designed specifically for it
~Corrected interface typos
~Kings, Liches, Peons, and Tomb Breakers can attack trees; however, Ghouls are still the most effective tree removal

vAI_1.3b, 02/07/11:
~Nerfed Ker HP regeneration (5HP/S to 1HP/S)
~Nerfed Mist Walker HP regeneration (5HP/S to 2HP/S)
~Switched to Heavy Green Fog for weather effect
~Added a linear Black Fog to darken Erebus moderately
~Replaced Thunderang icon
~Hades Pathrazers will only attack heroes and structures
~Nerfed the chance that Thanatos will recapture a lost Obelisk (50% instead of 60%)
~Fixed targeting issue preventing Slaves from being healed by the Avenger's Mend ability
~Buffed Thunderbolt's (Lich spell) cast range (500/700/900 instead of 200/400/600)
~Footmen are raised with Defend active
~Changed the Bone - Decay time to 10 seconds (Prevents confusion as to whether certain units are still alive)
~Corrected hotkey conflict for the Avenger (Enter the Veil and Subvert no longer collide)
~Repositioned a Shrine to prevent the AI from getting stuck trying to build a Fissure
~All players will be alerted when a player's hero is destroyed in battle (They'll know who killed and who got killed)
~All players will be alerted when a player's primary structure is destroyed (They'll know who crippled and who got cripled)
~The AI will build and attack with Reavers
~Buffed the King with 10 starting armor
~Corrected selection circle size for the Mausoleum and Shrine
~Gave Lightning Towers a small AoE attack

vAI_1.3, 01/05/11:
~Added modified GDirt tileset (Base: Underground-Dirt)
~Added modified Dirt tileset (Base: Icecrown-Dirt)
~Added modified cliff tileset (Base: Underground-Natural Walls)
~Added modified grass tileset (Base: DalarenRuins-Grass)
~Added modified vines tileset (Base: Felwood Vines)
~Swordmaster has new model and icon
~Corrected Credits lists
~Added New 'Toll' bridges between the 5 islands
~Players can choose 1 of 3 possible hero types
~Added Paladon's Lightning Strike Spell
~Corrected Incarnation ultimate, now chain lightning is casted.
~Incarnation renamed to Deadeye
~Players can choose one of three hero types [Strength, Agility, Intelligence] to play
~Players are renamed to their chosen hero's proper name
~Smother now only targets Slaves
~Added a new loading screen, with hero-class information

vAI_1.2b, 12/19/10:
~Corrected ability names on unit tooltips
~Added new Bone Tileset
~Added modified Rough-Dirt (Base: Icecrown) Tileset
~Terrain has been improved:
---Acheron's island has a variety of crystal models and colors
---The eastern half of Styx's island has more variety of trees present
---Phegethon's island has been redesigned to allow better use by players and AI as well as to improve terrain art
~The Incarnation now gains XP for killing Guardians from level 5 on
~Corrected movement animation speeds for the Incarnation, Tomb Breaker, Warden, and all archer units
~Fixed Reaver icon glitch (It would disappear if repeatedly clicked)
~Reset Tomb Breaker tint
~Avenger can now cast Mend
~AI can now build and use Avengers
~AI will now research Preacher and Avenger upgrades

vAI_1.2, 12/12/10:
~AI script improved (if it can build a Slave, it can re/build a base)
~Removed all unit/tree shadows
~Added 3 realistic tree models
~Added 6 new crystal varieties
~Necropolis can now attack
~Altered tree minimap colors (no longer all green...)

vAI_1.1, 12/05/10:
~Replaced Tauren Chieftan with Tomb Breaker
~In games with 4 or less players, any AI players will start on the SE island. Human players may travel there if desired
~Warden model and icon replaced
~Starting buildings remodeled and renamed (Village Center is now Shrine, Village Stable is now Mausoleum)
~Repositioned building icon locations (Slave's build menu is now tiered in appearance)
~Added Thanatos and Guardians to retake Obelisks for Neutral Hostile
~Comp controlled Heroes take control of nuetral Slave units
~Demolish and Subvert now have special effects
~Thanatos (Guardian Hero) will now try to recapture lost Obelisks
~Warrior's Grace renamed to Mania's Dexterity
~Double Strike renamed to Lyssa's Rage
~Cleave renamed to Moros's Caress
~Reaper renamed to Ker
~Removed unused variables

vAI_1.0, 11/27/10:
~Added AI script to combat bases (can't capture Obelisks)
~Wardens, Footman, Swordmasters, Archers, and Preachers have new soundsets
~Theme music will be played whenever an Obelisk is captured, or the Gate to Azeroth is revealed
~If Obelisk taken from Player controling 5 Obelisks, Gate to Azeroth is hidden again
~Removed Obelisk Reaper script (Reaper patrols still occur)
~Avenger must now research all upgrades for it's abilities

V1.3b, 11/25/10:
~Added Hadian armor type icon
~Set hero icon position back to 0,0 to prevent the inability to resurrect him
~Buildings under construction were immune to damage due to Normal armor type edit. Now these buildings can be destroyed.
~Corrected typos in Hero's fade ability
~Corrected various grammar/typo errors in all abilities; removed unused World Editor abilities

V1.3, 11/21/10:
~Major balancing corrections made, includes:
-New armor types (Hadian, Clad, and Spiked) and attack type (Lightning)
-2 new abilities (Spirit Link and Enter the Veil) [ for Avenger ]
-Introduction of a general "Rock, Paper, Scissors" concept;
(Melee>Ranged>Assault>Melee)
~Replaced Soul Tower with Lightning Tower
~Avenger is now a support caster
~Added a new caster: Eredar Warlock

V1.2b, 11/16/10:
~Removed unit-group leak from Headcount trigger
~Replaced Cinematic actions from Defeat triggers with Visibility modifiers
~Fixed PlayerLeaves trigger (it turned off after the 1st use)

V1.2, 11/14/10:
~Simplified Player Leaves and Limit Bases triggers
~Simplified the Income trigger via turning it into a loop
~Removed about 40-50 leaks, most of them Location leaks
~Corrected misspelled name (Temple of Veangeance)
~Added a creep patrol system
~Elaborated Obelisk Mist abilities (i.e. Phegethon reduces armor by 5)
~Hid map playable boundaries with tree walls and cliffs
~Fixed Soul Tower's misplaced Attack icon
~Nerfed Mist-Walkers (HP now 100 instead of 1,000)
~Replaced Subvert and Demolish icon art

V1.1, 11/07/10:
~Corrected Possession tooltip
~Modified unit tooltips to more accurately suggest strategies
~Buffed Footman speed (now 300 instead of 270)
~Gave Peons the Stun ability
~Gave Tauren the Cleave ability; corrected Tauren's selection circle size
~Gave Archers the Double Strike ability
~Corrected icon art (passive abilities now have passive icons)
~Added 'Slave Radar' and ping Obelisk locations
~Starting buildings are now repairable
~Added an Observer mode when a player no longer has any units
~Added Subvert hotkey
~Added terrain to Obelisk platforms

V1.0, 10/31/10:
~Initial map upload


How you can help:
~We need testers. If you find terrain issues, bad/miss-spelled tooltips, unit imbalances, ability imbalances, leaks in code/inefficient coding, or anything else you find worthy of mention, please do so. Or, you can simply provide suggestions for improving the game.
~I'm aware some users prefer fancy descriptions. If they think this description is inadequate, then they can make what they feel to be the best design and PM it to me. I may not use it, but I will thank you for your efforts.
~Regarding our AI scripts, if you have suggestions for priorities, conditions (to optimize performance), or any other changes then feel free to contact one of us.
~We're looking for Skeleton Models/Skins. If you have recommendations for a particular model post a link to it. If you'd like to make one for Erebus let us know and we'll tell you what we're looking for.

NOTICE: Erebus [Builder] is open source. We first learned how to map by starting with an unprotected CastleBuilder map, and do not wish to inhibit others from doing the same. Other users may NOT upload versions of this map, on this site or any other, without permission from both myself and Crabby_Spider. Since we can't ensure that others won't upload rigged versions of this map, we strongly recommend that you only download from www.HiveWorkshop.com for the most recent and balanced version.

//\\oo//\\ //\\òó//\\


Keywords:
build, builder, Erebus, altered, melee, dead, skeletal, skeleton, bone, undead, dark, escape, underworld, AI, risk
Contents

Erebus [Builder] vAI_2.0b (Map)

Reviews
Moderator
22:42, 24th Jun 2011 -Kobas-: Status: Approved Comment
  1. Boris_Spider

    Boris_Spider

    Joined:
    Dec 12, 2009
    Messages:
    728
    Resources:
    6
    Icons:
    3
    Maps:
    2
    Tutorials:
    1
    Resources:
    6
    Erebus has been updated.

    We're considering adding a 2nd phase for players who lose all of their units. (i.e., they may become Titans from Tartarus and 'capture' other players' units and drag them to Hades.) Any ideas/model suggestions, please let us know.

    //\\oo//\\
     
  2. FibSaSk

    FibSaSk

    Joined:
    Nov 2, 2009
    Messages:
    75
    Resources:
    0
    Resources:
    0
    While testing this, I found some balance mistakes you should fix.
    -2x Tauren Chieftains can kill the incarnation.
    -Some things like hero respawn/fissure build are VERY fast.
    -Some unit`s skills (can`t remember name, it`s avenger if I remember well) can damage allies/own units.
    -In general all heavy assault units trained in the barracks are very strong in my opinion.
    -Archers/Rangers/Assasins are very weak in my opinion.

    That`s all I have to say. The map is fast paced and full of action. It has unique stuff ( I really liked the preacher idea).

    Good job and keep updating :)

    -FibSaSk
     
  3. Frotty

    Frotty

    Wurst Reviewer

    Joined:
    Jan 1, 2009
    Messages:
    1,466
    Resources:
    11
    Models:
    3
    Tools:
    1
    Maps:
    5
    Tutorials:
    1
    Wurst:
    1
    Resources:
    11
    Okay i cant believe that this map got such a high rating.
    becoz it sucks. Hard.

    Basicly u start as this shade just wandering around when -boom- all the sudden the whole map gets explored and u see everything, also the slaves, to which u will hover then and posess.
    Then the gameplay is basicly just spamming those necrogen-producing crypts, upgrading ur main building and then i guess u gotta to something with that obeliscs or stuff, never came that far, due to the fact i wasnt alone on my island.
    And thats good, because u need an enemy, but other players didnt, they were alone on their island and good evolve just right away, while i had to fight another player.
    Also the balance rly sucks, just buy the expensive units and ure done, the others are crap.
    Additionally there are towers and walls. So explain for what would i need these damn small walls if there are no gates? You can close some entrys of ur base amybe, but most the times there is a small gap because the walls are so small.
    Then there are towers. Tho u need Volcano to build them, which means they arent avaible that early, they are just imba. You cant kill a tower because they have an insane dps and high hp, build 4 towers at any spot and no1 can kill them, if u add some walls in front melee untis gotta walk around them and will never even reach the towers.
    Due to the fact there is not a single siege unit and archers cant shoot longer than a tower its the ultimate and imbalanced weapon.

    There are Wyrms too, i guess for scouting, but what for scouting if the whole map is revealed?
    Also the collision of the units sucks. They dont walk to their destination but stop like every damn second, stuck up again with other units and are just like handicaped.

    The Terrain is bad.

    Also there are all these useless units.
    nearby everything except for the dk in that altar kinda thing is useless and dies on command.
    You got a town center and another town building whatsoever, in the 1st one u can build ghoul and wyrm ind the 2nd one only workers, just the fact that there are 2 buildings for 3 units is overdone, but it evenmore is useless (one of them) because if u trained 1 builder u dont need any of them anymore.
    The barracks do better units and ur main building (that is built in like 2 secs, jumps out of the ground) trains builders and stuff.

    I could go on like this for another 5 minutes i think but ill stop it here and rate it 1/5.
    This needs _definitively_ MUCH more work.
     
  4. APproject

    APproject

    Joined:
    Jun 27, 2008
    Messages:
    2,508
    Resources:
    19
    Icons:
    4
    Maps:
    15
    Resources:
    19
    I believe you are trying to be harsh and look like someone who is way more experienced than others in maps. Well, few things that would bother me..
    1. Read what you just typed, you cannot even type properly, mistakes in every sentence.
    2. You just described the way how map works, described what you realised with your tiny brains. This should be accepted as criticism? Hey, look, I got some criticism too: Your house was built with bricks.
    3. Basically, you have no idea how rating system works, right? If a resource did not amase you, you cerntainly rate it 1/5, of course you will, since you are that awesome.
    4. Please do not ever review a resource, for your own good. So far you don't even understand how to do it properly, so please, never open Map Section again.

    By the way, this was a typical downrate of a resource without any proper reason. I suggest the creators not to even response to his review..
     
  5. Frotty

    Frotty

    Wurst Reviewer

    Joined:
    Jan 1, 2009
    Messages:
    1,466
    Resources:
    11
    Models:
    3
    Tools:
    1
    Maps:
    5
    Tutorials:
    1
    Wurst:
    1
    Resources:
    11
    Im really sorry, you fully misinterpretated my opinion of this map.
    I dont want to higher myself with my writingstyle, nor my harshness, I just wanted to give a sentence-based review and not just some bullet points in Pos/Cons or whatsoever.

    You know, when I read a (btw well done) discription like this one, everything sounds fine and pretends me an at least decent gameplay,
    what the map (imo) doesnt provide.
    Instead of hiding the bare truth behind a well formed, mystic story, I wanted to show the reader what the game really is about.
    So "You begin the game as a Soul. Your first step is to find a slave and Possess him. You will then be given your Hero form and take control of the buildings around you." this,
    turned out to be a random wandering, followed by just getting a hero and 2 plain buildings.
    As far as i see nowhere(in the gameplay preview, tho i dont look through all Screens before i play a map) is said that its a "dumb" income map, dumb is ment as just "spam necrogen-producing buildings".

    If you have just a little bit of imagination (which I suppose you do) you can
    firstly read the criticism in my, as you called it, "discription"
    and secondly see, if this kinda gameplay and/or map is what you want to play.

    Thats what I am awaiting from a review, not just 2 points pros or cons because that is imo no criticism.( Im not imputing this statement to you )
    Tho it of course helps, but you dont get to know what the map is really about and how it is played with a direct opinion/statement.

    And still remeber, of course my rating has some influence of what I like and what not and surely isnt 100% objective,
    but I am just dissapointed from what the discription tells me and what the map provides me and I think next to the balancing issues I meant several other proper reasons to rate this map at least 2/5.
    But in relativity to my words above its a clear 1/5 for me.

    So what are u awaiting from me, rating this map 2/5 because it has a decent preview pic and decent tooltips?

    You mean by properly reviewing the tabled styled mod-review?
    Well it wasnt ment to be like that but more my experience and report of bugged/imbalanced things.

    I didnt want to insult you in any way, tho it might happened because you didnt understand me right.
    I hope this explains it to you.
     
  6. APproject

    APproject

    Joined:
    Jun 27, 2008
    Messages:
    2,508
    Resources:
    19
    Icons:
    4
    Maps:
    15
    Resources:
    19
    Check my review, it contains no major colors, no tables, no pros / no cons and my review actually helped, yours - don't, since you just blew some random sentences about gameplay, *that works that way and another works other way*. If you make a review - help the creator to improve the resource.
    So far I did not change my opinion about you and the quality of your review, since I understood you well from your first post, you didn't explain anything new.
    If you say *That is bad*, be precise and tell what's exacly bad, because that *detailed* criticism is not an excuse to rate it 1/5.
     
  7. Frotty

    Frotty

    Wurst Reviewer

    Joined:
    Jan 1, 2009
    Messages:
    1,466
    Resources:
    11
    Models:
    3
    Tools:
    1
    Maps:
    5
    Tutorials:
    1
    Wurst:
    1
    Resources:
    11
    I think you till didnt get it.
    I am not responsible for you understanding my explain i just made for you.
    Also I dont wanna repeat myself, as you should be able to read my posts.
    If you dont understand it nor get the criticism in it its not my fault if its not *detailed* enogh for you.
    Its my statement and I wont change my rating just coz of an arriviste like you.
    Thx
     
  8. Boris_Spider

    Boris_Spider

    Joined:
    Dec 12, 2009
    Messages:
    728
    Resources:
    6
    Icons:
    3
    Maps:
    2
    Tutorials:
    1
    Resources:
    6
    ~The TC are supposed to be able to kill the hero (They're anti-hero/tanks), but it should take much more then two. What level was your hero? The TC's may need to be slower moving/attacking. Hmm...

    ~All units take 5 sec to make. I'll double check the hero rebuild time though. The fissure is the main building, and is needed to do everything else. Hence the quick build time. (Plus, this was also inspired by CastleBuilder 2.4 North No Myth)

    ~The Avengers are the only units in the game with AoE abilties dealing friendly fire. I may or may not keep it like that. Depends on the feedback from other users.

    ~Your last two points are interesting. Usually, mass Rangers/Assassins wipe out TC and Wardens easily. TC and Warden are intended to be assault/siege, hence high damage and slow attack. As for the ranged units being too weak, how would you buff them? In most builder games ranged is OP.

    What do you mean the whole map gets explored? Do you mean you see the entire thing (no Fog)? Were you defeated?

    Spamming them won't make you win. They are necessary however, as they're the source of your Souls [food].

    Massing T3 shouldn't guarentee you the game, in fact, it could very well cost you it. Footman, T1 units with Defend active are extremely resilient against all Fire and Arrow attacks, typical of T2 and T3 units.

    Walls are to delay/redirect enemy forces. Gates are unnecessary, due to the Sky Barge.

    Mass towers is the best way to get defeated. Assassins and Footmen (with Defend) will easily overwhelm towers when comboed. The assassins' Torch ability is essentially the orc's Burning Oil. Siege Units are always OP in builder games (it's why I didn't use them) and the archers' shorter range is to ensure the towers get used.

    Map is NOT supposed to be revealed. That's a major bug I'm now looking into. Units are more likely stopping because you don't control Lethe. (It orders all enemy units to stop every few minutes) How far into the game were you when the map was revealed?

    Those are the starting buildings. If you don't need/want them, then use their Demolish ability.

    This sums up most of the frustration posted in your review. You're coming across as someone who's upset they got beat (I think that's what AP is getting at). However, if everyone could see the entire map, then that's bad. It's not supposed to do that. Either your game was hacked, or worse, I didn't get rid of a bug I thought I did.

    Has anyone else had this happen? (The whole map is revealed randomly).

    //\\o0//\\

    Edit: Ap0calypse said this when I inquired about this visibility glitch:

    I do use this under the Player Defeated conditions, but I'm not sure why it would trigger. It should be fixed soon.
    ----------------------------------------------------------------------------------
    UPDATE:
    We believe we corrected the visibility bug for Erebus this time. If the problem persists, PLEASE TELL US.

    We did take some more screenshots, but those will be uploaded later. It's midnight and I have to wake up for work in about 6 hrs...

    //\\==//\\
     
    Last edited: Nov 16, 2010
  9. Crabby_Spider

    Crabby_Spider

    Joined:
    Jan 17, 2010
    Messages:
    49
    Resources:
    8
    Icons:
    8
    Resources:
    8
    I just wanted to clarify what the issue was with the v1.2.

    I added some Cinematic actions to the Defeat triggers to create a segue from player mode to a sort of observer mode. We're still not entirely sure, but we think they bugged the map and caused it to randomly reveal to all players. Boris and I played a quick game after I changed the triggers to use visibility modifiers instead. It's not as artistic looking, but has a similar effect.

    The Headcount, which is the trigger I use to determine if a player still has units, also had a unit-group leak mentioned by Maker (and is running every 2 secs). I believe I corrected all of the leaks he identified now.

    The feedback and constructive criticism has been wonderful (except for one case). We appreciate anything that helps us develop the map and allows us to improve.

    //\\òó//\\
     
  10. crawlers

    crawlers

    Joined:
    Apr 19, 2009
    Messages:
    166
    Resources:
    0
    Resources:
    0
    nice patch, you finaly managed to nerf the mist walkers!

    the problem with towers is that they cost so little, its only 50 necro and 1 soul, meening it can be massed very easily.
     
  11. dead-man-walking

    dead-man-walking

    Joined:
    Nov 30, 2009
    Messages:
    1,575
    Resources:
    0
    Resources:
    0
    K. Just tested it and I must say that I'm amused. Spamming towers and beacons against Walkers is really fun. :D
    Terrain looks a bit cobbled. But, hey! This is Erebus! What's wrong with a little anomaly in a borderline lands? Amirite? :D
    Walkers are a bit annoying with their Fire immunity, though. None of Specialized units can hit 'em. :/
    All in all, pretty impressive. Although an addition of supportive spellcaster, more cavalry and AI would be greatly appreciated.

    4 (3.5 rounded up)/5 and voting for approval. An AI would make me give 5/5 :D

    Oh yeah. You forgot to tell that Mist Walkers are immune to Fire on Info tab.
    And Reapers are a bit annoying with their random occurence in... Lets see... Everywhere. :mad:

    @Frotty: u mad?
     
  12. Boris_Spider

    Boris_Spider

    Joined:
    Dec 12, 2009
    Messages:
    728
    Resources:
    6
    Icons:
    3
    Maps:
    2
    Tutorials:
    1
    Resources:
    6
    Erebus has been updated to v1.3.

    Major unit balancing has occured. For details, see the "Erebus Unit Balacing Table" on map description.

    Feedback on the balance changes is needed. If you find anything that can't be stopped regardless of player skill please notify me or Crabby_Spider.

    Constructive criticisms are always requested and appreciated.

    //\\oo//\\
     
  13. crawlers

    crawlers

    Joined:
    Apr 19, 2009
    Messages:
    166
    Resources:
    0
    Resources:
    0
    idea for casters: allow them to be automated (eg ability that turns off/on automatic casting of abilties that are not autocast, such as flamestrike)
    also, debuff the casters' abilties a bit if automated (since thier skills are powerful)
     
  14. Boris_Spider

    Boris_Spider

    Joined:
    Dec 12, 2009
    Messages:
    728
    Resources:
    6
    Icons:
    3
    Maps:
    2
    Tutorials:
    1
    Resources:
    6
    Flamestrike and Skyfall are no longer abilities. Make sure you have v1.3, as the Avenger is now a support caster with Spirit Link and Enter the Veil. The preacher's first ability is autocast (basically Faerie Fire). The Warlock's Deathmark is also autocast.

    An AI is in the works.

    //\\oo//\\
     
    Last edited: Nov 24, 2010
  15. Pourquoi

    Pourquoi

    Joined:
    Nov 5, 2009
    Messages:
    313
    Resources:
    0
    Resources:
    0
    In the upgrades for the Preachers, the tooltips said Annihilator(s) in place of Preacher(s). Please fix.
     
  16. Crabby_Spider

    Crabby_Spider

    Joined:
    Jan 17, 2010
    Messages:
    49
    Resources:
    8
    Icons:
    8
    Resources:
    8
    Wow, how'd we miss that one! Before we ever released the game the Preachers were called Annihilators (the upgrades work for the proper unit). Thanks for the catch, we'll have it corrected in the next upgrade.

    //\\òó//\\
     
  17. Boris_Spider

    Boris_Spider

    Joined:
    Dec 12, 2009
    Messages:
    728
    Resources:
    6
    Icons:
    3
    Maps:
    2
    Tutorials:
    1
    Resources:
    6
    Erebus has been updated (v1.3b). See changelog for details.

    //\\oo//\\
     
  18. wardi

    wardi

    Joined:
    Sep 30, 2008
    Messages:
    10
    Resources:
    0
    Resources:
    0
    O.O been out 29-30 minutes and allready has that many DL's ?!?!?!?!?!?
     
  19. Icedrake

    Icedrake

    Joined:
    Aug 21, 2010
    Messages:
    170
    Resources:
    0
    Resources:
    0
    Awesome, more updates. I've tested out the map, and I found it to be quite fun overall. I may or may not give a review soon. :p
     
  20. Boris_Spider

    Boris_Spider

    Joined:
    Dec 12, 2009
    Messages:
    728
    Resources:
    6
    Icons:
    3
    Maps:
    2
    Tutorials:
    1
    Resources:
    6
    It's been out since 10/31/2010. The (number) shows all downloads in the last 31 days.

    Please give the review! //\\o0//\\

    Glad you found it fun...

    v1.4 should have a functioning AI by the way.