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Fortress Siege - 1.78b

Submitted by Tranquil
This bundle is marked as approved. It works and satisfies the submission rules.
Fortress Siege current version 1.78b

Defence of the fortress from orc invasion.

-Now with 12 Heroes and one secret hero
-3 optional quests

Version 1.44
-Heroes have now fixed abilities
-Fixed issues at the inner gate
-Fixed issues with dragon stupidity
-Balanced units
-added new unit models

Version 1.45
-Colored Text
-Removed Cameras
-Secret Merchant
-New unit models
-New and updated abilities

Version 1.51
-Fixed Revive trigger
-the game now begin immediately when all players choose a hero (no more wait for initial timer).
-Leaderboard now shows only players that are playing
-Dragon is not invincible while flying
-Friendly units will no longer stack on the ladders
-Units of the leaving player can be controlled by other players
-Changed some hero abilities
-changed some minor issues and balances

Version 1.52
-Fixed some bugs from previous version
-added siege towers

Version 1.53
-Fixed orc grouping at outer wall

Version 1.54
-Chaged abilities to warrior, paladin and priest
-Aded music themes in certain situations

Version 1.55
-Added new hero "Snapshooter"
-added new camera zoom options

Version 1.6
-Assassins are not invisible anymore
-Removed orc hero stun ability
-Raghnarosh proves more chalenging now
-Raghnarosh cannot be attacked from affar

Version 1.61
-Assassins are now able to destroy the lever
-Kings archmage have now better abilities

Version 1.62
-changed some abilities
-Assassin hero is changed to Warden hero with better abilities

Version 1.63
-changed some abilities
-melee hero mana now regenerate when is attacked

Version 1.7
-Added new hero - Sage
-Max level is now 30
-changed Hero abilities like in Defence Of Uthragon
-added new orc units
-Abilities now knockback units

Version 1.71
-added new unit - grand mage
-added new orc unit - Fel Orc Marauder
-Changed abilities for warrior and rogue to more powerfull ones.

Version 1.72
-Added new heroes and abilities

Version 1.72a
-Fixed Warrior hero revival
-Retextured the nature cliffs to snow ones.
-lowered assassin health
-decreased ogre damage

Version 1.72b
-fixed some abilities(holy light new with area effect, prayer of divinity, mountain might)
-some grammatical ( annoying ) texts ( sorry if i missed something)
-some unit abilities

Version 1.72c
-added fell orc ladderman so ladders doesn't rise out of nothing
-fixed some abilities (blast of light, hammer of justice, stone skin, mountain might..)
-added missing staff of teleportation to sage hero

Version 1.73
removed the warden hero and repleaced with assassin hero with new abilities
changed abilities:
Rogue binding knife repleaced with spike trap
Guardian restrain replaced with disarm
Sage earthquake replaced with petrify
Snapshoter field of disruption repleaced with barrage, and stunning shotd with smoke burst
Each hero has now additional lesser ability
Balanced some hero stats

Version 1.74
Added new hero - Berserker
Removed unit aura effects
Changed some units
Assassins Crimson Wrath replaced with Shadow Execution which is area effect ability
Rogue Manifold Strike replaced with Spurious Image
Paladin Holy Light spell fixed

Version 1.75
Sage hero renamed to geomancer
Added new hero - Sage
Changed some unit hero and effect models

Version 1.76
Dragon now doesn't stuck on the ground, instead it trample and damage units.
Trebuchets have now usable siege blast ability
Ballistae have now usable aerial strike ability
Fixed some ability bugs.

Version 1.77
Fel Orc Necrolites now cast the healing totem ability
Taskmaster hero renamed to thane
Sorceress frost strike ability changed to frost attack which
adds a slow effect instead of freezing
Sorceress frost nova slow effect changed to freezing effect
Wizard lightning nova now adds a slow effect
Geomancer petrify ability is targeted as an area

Version 1.78
Redesigned unit and spell models
Tweaked some ability values
Warrior mighty rage ability changed to demoralizing shout
Paladin resurrection ability replaced with righteous wrath
Guardian force crush ability replaced with guardian standard
Rogue severe ability replaced with blade swarm
Rogue spurious image ability replaced with mayhem
Pyromancer fire shield ability replaced with summon fire elemental

Version 1.78a
Reduced some of the models size
Fixed the priest smite ability so that it deals far less damage

Version 1.78b
Ensnare ability now cannot target heroes
Mayhem ability now has a greater range of effect
Repulsion rune has now a greater range of effect but lesser damage and duration
Righteous wrath has now a revive effect instead healing and
deals less damage to enemy units
Siege tower has now a trample ability


There is new reworked Fortress Siege map called the Defence Of Uthragon
with many new things and new terrain. Here is the link:

http://www.hiveworkshop.com/forums/maps-564/defence-uthragon-1-01-a-146455/

Map is protected

Keywords:
Fortress, siege, stronghold, castle, defence, battle, keep, wall.
Contents

Fortress Siege - 1.78b (Map)

Reviews
Moderator
12:17, 11th Jun 2008 Not to step on other moderator's toes, but I strongly disagree with the last review. This is among the best castle siege/helms deep genre maps out there in my opinion. Unique scripted events to throw interesting variety of...
  1. HFR

    HFR

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    It'll have completely new heroes or the "old" heroes, but with improvements, more heroes, etc?
     
  2. Tranquil

    Tranquil

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    For now there are old ones but i am considering to make more of them. There will be no
    dragon because the dragon model has very size. But ther will be other things that will
    make this map interesting.
     
  3. DarkDivinity

    DarkDivinity

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    More secret stuff would be nice. Also, can you fix the prices on some items? Maybe make some a little cheaper like Crown of the Deathlord (It's not that great and yet it costs a fortune)? By the way the orcs get stuck in the area bewtween the main gate and the southeast section of the fortress.
     
  4. crawlers

    crawlers

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    to me it seams like orcs just run back and forth on walls and dont go up ladders much just begging to die -.- kinda makes it too easy XD exept when they go for gates then it balances out XDXD but lmao at sucing orcs
     
  5. VeljkoM

    VeljkoM

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    The biggest problem is when they send invisible units to lower the bridge. I try to put soldier there but they still manage to open it after some time.
     
  6. HFR

    HFR

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    It's because the gate must fall at a certain time.
     
  7. Delterius

    Delterius

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    Strangely, that never happened to me.Are you sure this happen a lot with you?
     
  8. PeTSoN

    PeTSoN

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    i played this map once with computer bots but it was impossible to lose and to win because they didnt help me destroying the boss and even when i tryed killing allies the enemy didnt go to the king they just kept fighting the reviving heros
     
  9. Tails96

    Tails96

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    Can you upload some models from this map? Like Searinox, crossbowman and cleric.I like them.
     
  10. Ryoukaii

    Ryoukaii

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    One of my favourite maps on The Hive Workshop - I really like how you designed it... might be slightly better if you created more shops with better items, and fill in some places that seem a bit 'empty' with more buildings, doodads, etc. Overall, this map was extremely enjoyable.. Also, could you modify the AI script for the computers? They don't really do much... xD

    Great work~! :D
     
  11. njmfffanj

    njmfffanj

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    Played the map few months ago and I like it, until... it comes to end...

    After Dragon attack (which is great btw) and you hit around level 10, you can easily outrun all enemy waves and kill Pitlord... His base is small, no real guard and enemy towers fall down easily. That was kinda disappointing, I expected some big fight (or at least cool) with Pitlord. Anyway, mini-boss Heroes were great idea, I almost got killed once by Hellscream, didn't even notice him among endless waves of Orcs. lol

    Castle was done great, heroes are also great (but maybe you could increase max level?)
    Horns are also good idea, I like it. btw, could you add some custom items for the next version? (and please, lower the price a bit, items are too expensive and gold gain is low :sad: )

    possible bugs: Fountain in the castle would heal enemies... oh and King is an as$***e ...
     
  12. Kisame97one

    Kisame97one

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    Great map! It looks like The Lord of the Rings on PS2 x).
     
  13. shadow3

    shadow3

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    Very good map, there's constant action and you're kept interested until the end.
    One thing I'd like to see is more of bosses like the dragon, where you have to chase and kill it, and less of the heroes that just come at random times and are just slightly annoying, I'd like them to be able to withstand some damage, maybe add it to the hardest mode, or make a new mode?
     
  14. Dragon-Fire

    Dragon-Fire

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    Ten Things to hopefully help your Map:

    Ten Things to hopefully help your Map:

    Love your map and here are some ideas to hopefully improve it

    1). You can get into the circle top right where you pick your heroes!! The opening is up the top left of the tree wall! This probably isn’t planned :S

    2). Limit the number of orcs on the map! What has happened a few times while playing this map is that there become too many orcs on the map and it becomes too laggy. Sometimes there is a bug and the orcs pile up at one of the gates or ladders but don’t come in.

    What I’m guessing could be good is if there is more than a reasonable amount of orcs on the map is make them upgrade their current orcs on the map rather than sending more! However checking the number of orcs on the map could also maybe make it laggy so your choice.

    3). an Idea could be before the king dies maybe 10% life left he goes invulnerable (uses potion of invulnerability) lasts maybe for 20 seconds or so and calls all the heroes to him i.e. teleport them and you make a last stand This would be because it is very easy to get absorbed guarding a gate or whatever and not read the warnings that your king is getting attacked

    4). (end game) Another idea could that could be cool! Towards the end the Manaroth guy says to his vice general that he wants the castle to fall and the vice general says he will lead the attack personally! But instead of a huge attack the orcs stop sending troops for a little while and when the castle is devoid of orc troops and humans think that they have won and then vision expands a little and defenders can see the whole outside of the map is full of troops! Idea could be that the vice general is a Tauran and him and his guard of Taurens lead a charge off all the troops towards the castle!! Then if the defenders beat that they have to go outside and verse the enemy general and his elite body guards (Manaroth guy)! Everyone bar the king in the castle should help out with the task but because the enemy and his body guards should be super strong they should die quickly and only the heroes are left! If the enemy manaroth guy manages to kill all the heroes then he should start to make his way towards the castle and the alone king! The heroes should resporn from dying with just enough time to take out manaroth before he kills the king!

    5). Increasing the max hero level would be cool as well as 15 is a bit low 20 I reckon would be better! And maybe add some powers so that when they reach max level they get a new ability

    6). (END GAME) I reckon the general guy should be a normal orc hero type guy but reasonably big one! But when he gets down to maybe 1/2 health he uses metamorphosis and lets a demon into his soul changing him to Manaroth! Or maybe after he dies he comes back pretty soon and kills all the heroes when he comes back! Sky could turn purple and water red something cool like that and maybe the camera shakes for a little while! Map is engulfed in fire! AND BBBOOOOO YEEEAAAAHHH A DEAMON MARAROTH IS THERE INSTEAD!!!

    7). Another side quest would be nice! (for early mid game) An idea could be that there is a really powerful magician who’s help the king would like! He has a small shine to the north area (where the secret shop is) and you fight your way too him and hell help you in the battle! Also at his shrine you can heal and buy magical items! Which is where you should put the secret store! And make the bandits along the road to his shrine! You need to be of an appropriate level to be able to kill the bandits and therefore get to the shrine to buy the high level items and release the magicians help.

    8). Another idea/ side quest (mid game) in the orc camp the orcs are summoning a daemon! Make some type of pentagram and use the undead peasant things (i forget the name) You have been made aware of it by scouts and you know you have a timeline to fight your way into the base and kill the summoners! Else if you fail this daemon (maybe ilidin daemon model) kills that section of the orc base and attacks the castle and you have to kill it! It attacks both orc and human so set it to a different team but it makes its way towards the castle!! Needless to say it drops a cool item! don’t know what maybe a daemon blade!! +40 damage or something!

    9). More items or joining of items together is always nice XD probs have some way of telling new players that the people up the top are shops!! it isnt immediately obvious! Floating text is all it takes or something similar!

    10). If u want a short general short story could be cool with optional cinematic! Tells of why the fortress is getting attacked or something!
     
  15. Dwarf_King

    Dwarf_King

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    Did anyone besides me notice that this is just Defense of Uthragon with a few changes?
     
  16. crawlers

    crawlers

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    he prob tried to make defense of uthragon the "2nd wave" :)
     
  17. Dromlexer

    Dromlexer

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    Soo.. Really nice map i like it and i play always play it. =D The goodest is we can play with computer. ;)
     
  18. Azn_Christian

    Azn_Christian

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    To the people whose drawbrdige keeps falling down, assassins have stealth.....
    aka get rangers (it was like this b4 v1.5 where he removed it. glad he readded it in.)
    The 1.7 version has a couple bugs. compared to the 1.6 one
    1) I was sage and I didn't respawn at all (stayed for 2 hrs so yea....)
    2) corpses have health and take up food. (enemy and me). For example) I had two elite guards and one died and his corpse remained w/ full hp and resistant skin. the other died and disappeared. So I now only had 5 food useable.
    3) sorcerer's spell stuns them indefitantly.
    4) spawns stop after a certain time.
    5) King can't die at least I can't get him to die... o_O
    6) King runs outside w/ his wizzard and clerics but the other troops get left behind.
     
  19. kevin101olorvida

    kevin101olorvida

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    where did u get that dragon
     
  20. N1ghthawk

    N1ghthawk

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    Review


    Please Note

    This map review set-up is based on that created and used by Tank Commander,

    I review maps that look interesting or promising. If you wish for me to review your map, or if notable changes have occured to a map I have already reviewed, then you may message me with a link to your map and I will review it within the next week.




    Review Breakdown

    (5 marks) - Terraining/Environment
    (5 marks) - Triggering
    (15 marks) - Gameplay
    (10 marks) - Innovation/Originality
    (5 marks) - Interface/Object Editor Work



    Mark System

    1-7 marks = (1) Poor quality map, unfit for the Hive (usually a beginners map)

    8-14 marks = (2) The beginnings of a map are there, but it still needs work and is likely unfinished.

    15-21 marks = (3) An adequate map, is fun for a game or two and functions.

    22-28 marks = (4) Shows promise and has some interesting features; playability is high.

    29-35 marks = (5) A fine example of Hive-quality; will keep you entertained for several games at least and updates are looked forward to.

    35+ marks = (6) A simply brilliant warcraft map. Features are flawlessly implemented, code is legit, game is fun, and the constraints of
    Warcraft 3 are challenged.



    Subsection Review

    Terraining (3/5) - On the one hand, the castle is epic with tons of ramparts, walls, and entrances. On the other hand, the outside environment is a plain snow-swept terrain with little to do doodads or texture variation.

    Triggering (N/A) - Map is protected, thus this section will be discounted.

    Gameplay (9/15) - The "siege" part of the game is epic. Hordes of enemies using a plethora of siege vehicles to take over a castle filled with countless different defenders, trebuchets, ballistas, hero-type units, siege doors, and much more. That, coupled with the multitude of special events, gives this map an entirely "epic" feel. While all that is true, however, the lack of any custom-made items and virtually no triggered spells whatsoever seriously brings down gameplay. If you made your own items and had some more custom-made and interesting spells this category could easily be 15/15.

    Innovation/Originality (10/10) - Entirely original. Brings a whole new standard upon the siege map genre.

    Interface/Object Editor Work (1/5) - Grammer and spelling mistakes spread around this map like a plague. The loading screen, hero descriptions, message alerts, spell details, and item tooltips all contain language problems.



    Errors and Suggestions

    - I died as the Warrior and never revived (timer never even appeared).
    - I would highly reccomend getting somebody who speaks english well to go through your map and fix all the grammer/spelling errors (I would be willing to do this myself if you send me a copy of the latest version you are working).
    - You really need to include some custom-made items and maybe some sort of item "system" such as recipies.
    - Include custom triggered spells! Playing a hero with just object-editor manipulated spells is boring and uniteresting.



    Final Review

    Final Marking - (28/40)
    Rating - (4)
    Voted for - Approval
    Rep Given? - No, although I disagree with the 2/5 moderator rating, this map most certainly needs some more work





    Highest Rated Maps

    N/A

     
    Last edited: May 12, 2010