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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.

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

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Raise Slaves from your recently acquired Shrine.

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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. Ironside

    Ironside

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    Looking at several of the reviews, after checking it out I agree with them.


    Rating: 4/5
    Vote for:
    Approved


     
  2. Boris_Spider

    Boris_Spider

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    At last, approved!

    //\\^^//\\

    If anyone finds a glitch/misspelling/imbalance or has suggestions for additions to the game, please post them. Crabby and I intend to add in an option to allow for quick games where the Obelisks aren't guarded.

    Good luck on your attempt to escape!
     
  3. Kino

    Kino

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    How exactly do you activate FastGame?
     
  4. Boris_Spider

    Boris_Spider

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    Type "-FASTGAME" (all-caps) at any point in the game. It's mentioned during the intro statements at the beginning of the game. I'll add in another notice in the Info tab.

    //\\oo//\\
     
  5. Kino

    Kino

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    Ah, I see.

    I must have missed that message earlier.
     
  6. Boris_Spider

    Boris_Spider

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    For those of you following Erebus, if you spot a bad interface message or gameplay doesn't work as expected please notify me. I just recently played through with Crabby_Spider and discovered that defeated players couldn't see the map as they had previously. There was also a message in game asking players to build more farms.

    //\\oo//\\
     
  7. martinxx24

    martinxx24

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    Played the game with a friend, really cool!
    Loved the varied units, allowed for a myriad of strategies. The fog of war effect was really well-made.
    It might be just cause we're noobs, but finding the obelisks was probably one of the harder parts, maybe a command to re-ping the obelisk locations could help.


    I wanted to know how you managed to create a negative health regeneration.
    If I try to create a negative value, it just resets to zero.
     
  8. Kl3sk

    Kl3sk

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    I've downloaded an played an older version of this. Do you want it reviewed ? I'd love to!
     
  9. Boris_Spider

    Boris_Spider

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    If you want to review this, then please do! The more feedback I get the better I can make this map.

    //\\^^//\\
     
  10. InfernalTater

    InfernalTater

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    I haven't tested this yet, but I can't wait to go home in a couple of hours and test it! From the description, this map looks very interesting. So far it looks like it's quite an original builder map, with actual victory conditions. I love the aspect of hearing the voices of your units, yet I saw complaints about it. In my opinion, having 500 different units with bones crackling for sound is boring.

    Edit:
    Faults
    I was disappointed to see that all of deadeye's skills involved lightning; none of them made use of his epic arm-bow. I'm fairly certain he's an agility class; not a lightning mage, so he should have at least one skill affecting his arrows. I have to admit his lightning abilities were pretty epic, and I'd like to see another mage hero using them, but give deadeye some agility skills.
    I also found it odd that peons were far more powerful than footmen and archers. I suggest you rename the peons to grunts, as their build and model fit that of a skeletal grunt. Also considering that slaves looked like skeletal peons, which I like.
    Archers have stun. I believe it would be more appropriate to give them a variation that deals 10 bonus damage with 0.1 second stun, rather than 5 bonus damage with a two-second stun.
    The rangers were not any stronger than archers; their abilities (according to the tooltips) dealt the same damage, and they had the same stats.
    Reavers did not seem any stronger than footmen; they had the same stats, except they lost the defend ability, and it was replaced with a low evasion. The armor was also reduced. The only thing that increased was the cost.
    The only expensive unit that actually became stronger was the Tomb Breaker, which costed 50 gold and was only very slightly stronger than the peon unit which costed 10 gold.
    Also, for whatever reason a huge amount of Ker birds flew into my base and attacked all enemies and left. For a minute or so, every time an enemy came into my base, the Kers popped in and killed everything. Occasionally they also attacked my base.
    Because of their being so weak, I found that units were useless. I used only towers and my hero for attacking and defending.
    Also, due to units being so weak, I actually found that the necropolis (For income and soul supply) was efficient defense, having 1,000 health and 5-6 damage.
    Inventory isn't essential, but it would be nice.
    Basically, the units need to be entirely rebalanced, and they need to actually get stronger when you pay more for them. I don't like how a 100-gold unit is hardly stronger than a 5-gold unit. Making unit-pricing more efficient will fix plenty of issues.
    I would also like to see some more expensive units. Perhaps some units costing 1,000 gold each that are only slightly stronger, so that having thousands of gold will actually serve a purpose.
    I found it odd that my hero's sight range was less than his attack range.
    I also found it annoying that many units were immune to my hero's attack type and spells. These units happened to be severely overpowered creeps which regular units could not possibly kill, and so without my hero able to cast spells on them, I was defenseless.
    It seems that these Ker are picky about who they attack, because often they ignore enemies while killing everything I have, or ignore me while killing enemies near me.
    I believe it would be neat if obelisks had a short-range (such as 1200) secondary aura with an increased effect, to make capturing different obelisks actually be a different job.
    Thanatos actually attacked my obelisk areas, slaughtering everything around. He has over 10,000 health, and pretty decent damage as well; he is impossible to even touch.

    What I liked:
    The heroes were fun to use.
    The towers were pretty neat.
    The units each had a role; they worked well in combination.
    The obelisks really enhanced the game; they gave real reasons to capture them: offensive auras, as well as transportation through warps from one obelisk to another. They also gave this game a feel that many other games do not have.

    What I did not like:
    The units were underpowered.
    Expensive units were not much stronger than cheap units.
    The terrain was bland. Of course, I know you already plan on improving it.
    There was not really any efficient way to use gold. I found that I was not using gold anywhere near as quickly as I recieved it.

    I did thoroughly enjoy this game; I loved fending off enormous invasions using a bunch of towers and my hero. His offensive aura is very effective in combination with towers.
    I cannot wait to see this game be worked on; it looks like it will be incredibly fun once it is improved.
     
    Last edited: Jul 18, 2011
  11. Boris_Spider

    Boris_Spider

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    Thanks for the review! I'll be responding as time permits.

    To start with, I like this suggestion:
    ---

    ~All of the hero spells are lightning spells. In the case of the Deadeye, I ensured that I could use all of his animations for each of his spells and capturing obelisks. As far as making his "epic arm-bow" more apparent goes, I could switch his Forked Lightning with the King's Thunderang. As for your suggestion, what do you consider to be agility-hero skills?

    ~I appreciate the suggestion for the Peon name/voice change, but I think I'll keep it as is.

    Why? Archer's are usually massed, I don't want ranged to be as OP as it usually is in builder games. Also, the stun ability doesn't effect heroes, although I'm not sure the tooltip mentions that. I'll check as soon as I can.

    ~There's a rock-paper-scissor system in place for balancing Erebus units. Here's a summary:

    Melee>Ranged>Assault>Melee

    The melee units enjoy high resistance against ranged units as well as most of the specialty (fire-based) units. The ranged are fairly self explanatory, although the Assasin (T3) is used for destroying bases more than anything else. The asssault dual as siege units and as an answer to mass melee.

    For a better look at the balance check the balance table listed with the map.

    As for higher tier units being on par with lower tier (damage/toughness-wise), that was the intention. The higher tier units are obtained for specific purposes, since they have a few abilities the lower ones don't. For example, the Reaver's main attribute is that it's one of 3 amphibious units in the game. Excellent for harrasment across a river, or as a distraction for enemy ground forces while you micro hero+Assassins+Assault units to destroy enemy buildings (one of my favorite tatics).

    They tend to do that. They can't attack buildings, but will disturb battles with ease. They belong to Erebus (NH), so they target randomly. Cheer if it isn't you.

    I'd also like to mention that the AI doesn't operate to the full extent a player does. It isn't capable of destroying a base unless it's unguarded. The AI is good to practice against, but won't be able to deal with something like mass towers. The next time you play Erebus, try using units to attack/destroy/defend. The towers may work against AI and new players, but wouldn't pose a challenge for a player such as myself. Using the Necropolis as a defensive structure is viable, but risky. They won't stop an army, but can help pick off weak units.

    Every ranged unit should have a sight range less than it's attack range. Beacons are the easiest way to bypass the 'fog' seen in Erebus.

    The Guardians are immune to all spells and fire-based attacks. Use your 'weak' units as distractions for the Mist Walkers while you pick them off with you're hero. Units are weak individually, strong together. They're cheap to make and can be replaced quickly, don't worry about losing a few dozen of them.

    Thanatos can't be killed, even with cheats. Just run away and hide until he's gone. You can kill the Pathrazers though.

    ~The units are underpowered to an extent, I'll look into diversifying them slightly.
    ~They're expensive because of the abilities they grant access to.
    ~The terrain is complete, they only possible change will be to replace the trees on Lethe's island with something more suiting, once Crabby and I find a destructible model we like.
    ~Then you're operating under budget, which is usually good. I've saved up to 200K once, attacked Crabby, and went broke in the process of killing his main base. It goes quick when you're using more than towers.

    Now, keep in mind that most of my arguements are based on the units working as I imagine them. I don't play Erebus on BNet because most people don't hang around for the game's completion. That was before the Fastgame option, however. The only opponents I play against are Crabby and the AI. If you'd like to play me sometime, or anyone else for that matter, then simply post it here or VM me. I'm on Azeroth (US East) and only have time to play on Saturday/Sunday.

    Also, no need to worry about me having unfair advantage in-game. Unlike the castlebuilder games, I didn't write in cheats for myself - I'd use them. Check the triggers if you don't believe me.

    //\\oo//\\
     
    Last edited: Jul 18, 2011
  12. InfernalTater

    InfernalTater

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    You don't seem to understand. The reason I said that the archer's stun should deal more damage and have less stun is precisely because they would be OP when massed. Ranged units with a good attack speed should never be given a passive 2-second-stun. You could use an army of archers to perma-stun everything. So I suggest increasing the damage and changing the stun to a micro-stun. Besides, 2-second stun and low damage doesn't make sense for archers anyway.
     
  13. Boris_Spider

    Boris_Spider

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    I'll have to see how well they function when massed then, especially vs melee. If the stun is that much of an issue then I'll lower it to 1 second. As for increasing the damage, most units only have 100HP. The bonus 5 is on top of the 5-9 (I assume) damage they're already dealing. The % chance for the Stun should be very low, I can't check it ATM.

    //\\oo//\\
     
  14. InfernalTater

    InfernalTater

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    5-9 with a small chance to deal 5 extra damage isn't exactly impressive. Archers are supposed to be for DPS. Meanwhile a 10-gold peon deals around 20 damage.
     
  15. Kl3sk

    Kl3sk

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    While I was testing Erebus in order to finally review it as I said some time ago, I was unpleasantly surprised by a sudden spike (lag). Quite positive this wasn't PC / Internet related, but rather a fault in triggers , a leak of sorts. I'm not sure where this could have started, since I wasn't even producing any units, upgrading, or doing any mass-actions. I really wish to give this map a high rating if I do end up reviewing it, but I'm being slowed down by this infernal in-game lag, which once settled in, it will not revert back for whatever reason. Please fix this.
     
  16. Boris_Spider

    Boris_Spider

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    Were you playing with any AI? If you have any units on one of the Obelisk platforms and the AI decides to go and constantly try to attack there, but be unable to (hence the never-ending lag). The only way to get rid of this is to kill off the AI.

    How far into the game were you (minutes/hours)?
    Can you play through the game without AI and see if the lag happens?
    Can you play the game with 3 AI and yourself only and see if lag happens?

    I've done the above two and didn't notice lag. I'm still searching the triggers though.

    //\\o0//\\
     
  17. crawlers

    crawlers

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  18. Kl3sk

    Kl3sk

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    I was merely in my first 15 minutes of game-play and yes, I was facing AI (I was testing that as well). The AI started attacking at around say 10-12 min. and after I successfully counter-attacked, the lag started. A few minutes later I was forced to end it.

    I shall now test the other two possible causes.
     
  19. Boris_Spider

    Boris_Spider

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    Where you fighting against a Deadeye hero AI? I found an error in the AI script that could make AI deadeyes unrevivable due to a bad condition, that could easily cause game-killing lag.

    //\\oo//\\
     
  20. Kl3sk

    Kl3sk

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    I'm not very good with names, but apparently the AI has a thing for the Lich King. In my 1v3 (comp) match all three AI chose Lich. Deadeye or not, it started lagging just like before (maybe worst due to the large army they were massing)

    At any rate, I wanted to see if this was the AI's fault alone and also tested it by myself and using "Fast mode" (no Obselisk guards either). This resulted in a smooth, clean game, but heh, what was the point ? I was playing alone... So after building every possible structure, upgrading my troops to their fullest and training just about every undead minion available, I ruled out anything I was doing wrong.

    It's still a mystery to me what the cause might be, but I see you're already on to something.