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Fortress Siege - 1.78b

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
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...
Level 5
Joined
Dec 9, 2012
Messages
125
It's quite a good map but puts a lot of strain on older pc hardware... anyway you could optimise it for smoother play?
 
Creep limits

There are thousands of enamies in late game and causes the AI to lag and spoils the game. It would be nice if you can add limits to the number of enamies from each location. You can also make the humans at the bottem right a bit stronger because it's not worth the time to free them for they don't help much. These are just suggestions. Great map bytheway :goblin_yeah:

EDIT:I've also found this bug that when Ron Sirgojen cast's Smite, then the enamies die instantly. No matter how strong they are, they just die o_O please fix it, thanks. And one last thing, it would be nice if you could heal your self with scepter of healing. :p
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
This game deserves a DC! I am not in to this types of games but I was blown by this game. Amazing heroes, detailed terrain, useful items are being sold by merchants and guarantees survival, well-made enemies mostly Searinox, and great AI. What more could a DC rating ask for? This is the time to give this game a DC. +REP for this well executed game.
 
Level 7
Joined
Feb 16, 2014
Messages
322
I played this map yesterday and have to say it is pretty good. I never play campaign type maps where there are normal models and no ultra-optimized heroes with lightning fast attack speed. But this was just as wonderful as all those maps that ever hooked me.

Some things I noticed. You can give items to king and commader knight and rahulus. SO if you give them good items, maybe with auras like life regen, then your forces last longer.

Mobs get stuck many times. One time center lane was stuck. One time lane of drawbridge was stuck. There was also this one time when the king tped to his throne and the mobs just kep accumulating near the fountain and kings ranged units kep on killing them. Also rahulus spawn and commander spawn. King was safe and I go gold for myself as well.

About the paid items, I would have loved recipe items because there is almost no good items other than the 1 shop. That small shop far from the respawn area, I didn't buy anything from it.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Couldn't do this in two players.
The Battle Ram may be stunned and it will change course backwards.
The Dragon laughs at the players as it flies from one part of the castle to another. Not to mention it has a high regeneration rate.
Are any Battle Rams coming from the right side bridge? I saw one in the left wing of the castle and the main gate was not destroyed yet. Could it have gone through a Siege Tower and in the castle?
There's an animation bug with the Ogre "dying" after the dwarf mage casts his stun ability on him.
 
Level 25
Joined
Feb 2, 2006
Messages
1,669
Great concept! You could allow the players to control the units inside the castle with shared control.
The level 30 heroes shouldn't be moved, I guess or it would become too unfair?
You could add another allied player for those units.
I am not really sure how ladders can be destroyed.
Sometimes it seems that the allied computer units can destroy them but I can't?
Does the difficulty affect the duration of the game?
I would like to choose a short game when I play in SP.
 
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