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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Hero Adventures!! Rushed v 1.2

Submitted by TheWye
This bundle is marked as approved. It works and satisfies the submission rules.
The first sequel of the Hero Adventures!! series. A hero defense map where players control heroes and have to survive waves of creeps that tries to destroy them. The spells in this map are triggered intensively, including some of the creep abilities.

Each player controls one hero and players can choose from a variety of heroes, each with its own unique abilities, roles and spells. This map is ideally played by 2 to 3 players although single player games are possible too. For all of you out there who likes the Moo Moo series, you would find this map enjoyable as well.

Please feel free to put comments if you find any bugs or if you think something needs rebalancing.

This map features:
-30 custom heroes with custom trigger spells
-up to 4 players cooperative gameplay
-more than 150 custom items with a unique equipment upgrade system
-more than 70 waves of creeps, some with unique abilities
-boss units which also have custom abilities, making boss fights more exciting
-5 different zones with different themes where you heroes battle the enemies in
-and A Crappy Name For A Hero Defense Map!!

Have fun, good luck and enjoy the game

-= TheWye =-

NOTE : ADDED ITEM LIST IN MY POST BELOW. THANK YOU FOR YOUR ATTENTION.

==========================================================================================

credits:
Thanks to all the betatesters, iconmakers, modellers & skinners. The full credit is included in game.

Inspired by : DotA (Eul & Icefrog), Moo Moo (x3pt & hunter_demon), X hero siege (Sogat), Impossible bosses (Psyris) & Castle Fight (xX-Mokeli-xx )

==========================================================================================

CHANGELOG:

version 1.2 changes:

General
-player 1 can now just type "-n" instead of "-next" to skip the timer
-further increased the experience rate for multiplayer games to improve the performance of early heroes
-increased the difficulty setting display duration (at the beginning of the game)
-increased the timer for the very first wave so players can have more time to choose the heroes
-fixed various typos
-changed the name "phasor socks" to "space-time socks"
-removed all carrion swarm based spells' "special" visual effect
-improved the Multiboard display
-added "-tip" command to display some tips

Items
-changed the armor bonuses of tribal emblem and battle standard to constant 3/4/5/8 from 20%/35%/50%/80%
-changed Crown of the Revenant lord upgrade path to upgrade IV from Warrior's Helm 2 and switched it with Helm of Vadrigan
-fixed the storm revenant summoned from crown of the revenant lord
-changed storm revenant purge passive skill to creep-only speed aura skill
-switched the base hitpoints of storm revenant and death revenant
-decreased storm revenant's attack cooldown to 0.30 from 0.40
-made ice revenant and poison revenant into melee units (cannot attack air)
-increased the duration and cooldown of crown of the revenant lord to 120 seconds from 75 seconds
-increased the mana cost of crown of revenant lord to 500/700/900/1100 from 250/275/300/325 and decreased the revenants' base hitpoints by 20% and removed attack speed on level increase
-rebalanced the armor and damage of the revenants
-increased fire revenant's hitpoint regeneration and immolation AOE
-decreased death revenant's negative hitpoints regeneration (becomes less negative)
-increased duration of amulet of ingenuity to 20 seconds from 15 seconds
-increased space-time socks blink range to 1500 from 1000 and decreased cooldown to 15 seconds from 30 seconds
-decreased deathclaime 1 & 2 hitpoints cut to 15% & 25% from 25% & 35%
-Bracer of Retaliation will now be removed from illusions

Heroes
-added a new hero : Spirit of Gaia

-reduced the healing effect of lunatic's deathaholic to 30/60/90/120 from 45/90/135/180
-reduced the duration of lunatic's ultimate skill massacre to a constant of 15 seconds
-Lunatic's Sudden Strike now displays damage dealt

-reduced chance of Cleric of the Gods' divine retribution skill to 7% from 15%
-changed how Cleric of the Gods' words of peace works to damage reduction instead of attack prevention
-rescaled Cleric of the Gods' Essence of Life mana cost per second to 75/100/125/150 from 55/105/155/205

-changed Demolition Expert's Detpak damagetype to magic from normal (it is cut by spell resistance instead of armor from now)
-increased Demolition Expert's Auto Grenade Propeller AOE to 150/225/300 from 75/125/200 (full damage/medium damage/small damage)
-changed Demolition Expert's Inflatable Bomb Truck load skill hotkey to d from l

-fixed the Firetamer's Rain of Fire damage so now it deals damage as written in the description
-increased Firetamer's Chain Shackles range to 900 from 550

-reduced the damage of Hooded Wanderer's Rain of Arrow to 600/800/1000/1200 from 750/1100/1450/1800 and cooldown to 75/70/65/60 from 80/70/60/50
-reduced the damage of Hooded Wanderer's Bosskiller to 750/1000/1250/1500 from 750/1200/1650/2100 and chance to 25% from 30%
-increased Hooded Wanderer's acquisition range to 900 from 650

-rescaled the damage of Dwarven Battlesmith's Thunderous clangs to 125/200/275/350 from 200/250/300/350 and reduced the full/half damage radius to 175/225 from 175/300
-increased Dwarven Battlesmith's Thunderous Clangs percentage to 75% from 50%
-increased Dwarven Battlesmith's thunder hammer stun duration to 2 seconds from 1 second and AOE to 300 from 200
-increased Dwarven Battlesmith's Temper Weapons damage bonus to 60/90/120/150 from 30/50/60/90

-increased Holy Crusader's holy flame damage to 70/140/210/280/350 from 40/80/120/160/200 and increased its mana to 30 from 20
-changed Holy Crusader's special to Divine Shield from Glorious March
-increased Holy Crusader's Shield of Faith damage reduction to 20/40/60/80 from 20/30/40/50
-Holy Crusader's release pain now costs no mana
-reduced Holy Crusader's Release Pain cooldown to 240/170/100/30 seconds from 240/175/110/45

-added an visual effect for Half-Demon's Soul Gamble
-increased Half-Demon's Demonic Possession duration to 4/5.5/7/8.5 seconds from 4/5/6/7 seconds

-reduced Goblin Hobbyist's factory skill armor reinforcement armor bonus to 9/17/25/33 from 12/24/36/48 and increased its mana to 200 from 150
-reduced Goblin Hobbyist's factory base mana to 600/650/700/750 from 600/750/900/1050
-decreased Goblin Hobbyist's Assault Copter cooldown to 60 from 135/125/115/105 seconds and increased its mana to 350/500/650/800 from 340/360/380/400
-increased Goblin Hobbyist's Assault Copter duration to 60/90/120/150 seconds from 45/55/65/75 seconds
-increased Goblin Hobbyist's Remote Control Proficiency bonus damage to 60 from 40 giving a total of 1500 cap damage from 1000 cap damage

-Vindicator's vengeance aura now also give bonus damage to non-heroes, aura range increased to 400 from 300, and damage bonus increased to 30/50/70/90 from 15/30/45/60
-decreased Vindicator's Final Countdown cooldown to 5 minutes from 7 minutes
-fixed Vindicator's Final Countdown not healing self as well as making it heal allies as well

-increased Electro Trooper's Lightning Storm manacost to 175/250/325/400 from 175/190/205/220 and decreased its damage to 200/300/400/500 from 200/350/500/650
-reduced Electro Trooper's Rail Shot damage to 90/180/270/360/450 from 120/240/360/480/600

-reduced Light Entity's Divine Glow mana cost per second to 250 from 350

-reduced Quantocian Sorceress' strength gain per level to 1.0 from 1.2
-reduced Quantocian Sorceress' base damage by 20 points and increased her attack cooldown to 2 seconds from 1.75 seconds
-changed Quantocian Sorceress' ultimate to Energy Flow from Arcanal Knowledge
-increased Quantocian Sorceress' Outburst mana cost to 50/65/80/95 from 50/60/70/80
-changed Quantocian Sorceress' Energy Wave base spell to Carrion Swarm from Shockwave to reduce terrain deformation lagging
-decreased Quantocian Sorceress' Dissolution damage to 2500 from 2750

-increased Dimensional Walker's Echo Binding mana cost to 850 from 400

-increased Poisonvine's Pandemic mana cost to 1000 from 400

-Soul Necro's Skeletons now do not have any armor
-Changed Soul Necro's Meat Tank selection priority to be higher than the skeletons
-increased Soul Necro's Corpse Explosion explosion AOE to 225 from 150

-changed The Clubber's 2nd skill to Tasty Meat from Bloodlust
-Clubbers' Ten Pin Alley now also damages trees

-increased Meat Zombie's Death and Decay mana cost to 950 from 550
-increased Meat Zombie's Regrowth jump amount to 16 from 3 and AOE to 2000 from 400
-increased Meat Zombie's Meat Party AOE & Cast Range to 1500 from 750 & 700
-reduced Meat Zombie's Get Corpse cooldown to 1.5 second from 3 seconds
-increased Meat Zombie's Corpse Toss Cooldown to 2 second from 0 second
-changed Meat Zombie's Corpse Toss icon

-Wardmaster's Connectic Wards have true sight now

-increased Liquid Elemental's Lava Form & Acid Form bonus damage to 20/40/60/80/100 & 12/24/36/48/60 from
12/24/36/48/60 & 8/16/24/32/40
-increased Liquid Elemental's Lava Form splash damage AOE to 325 from 220/230/240/250/260
-decreased Liquid Elemental's Liquid Transformation element change casting time to 0.4 seconds from 2 seconds and cooldown to 1 second from 3 seconds
-changed Liquid Elemental's Liquid Transformation hotkey to T from L

-Orcish Trickster's Trickery now lasts for a shorter time and has longer cooldown, but the images receive less damage
-Orcish Trickster's Trickery is now a 4-level skill instead of 5
-Increased Orcish Trickster's Dance of the Phantoms' damage to 20/40/60/80 from 15/30/45/60
-Increased Orcish Trickster's Shadow Slash main damage to 80/160/240/320/400 from 50/100/150/200/250 and decreased its cooldown to 6 seconds from 8 seconds
-Changed Orcish Trickster's 3rd skill to Tornado Spin from Critical Strike
-Changed Orcish Trickster's special to Substitution from Shadowdancer
-Decreased Orcish Trickster's strength gain per level to 1.15 from 1.45 and increased intelligence gain per level to 2.0 from 1.7
-Fixed Orcish Trickster's Shadow Slash sometimes not firing from images

-reduced Exile Tauren's Final Power chance to 25% from 30/32/34/36%
-fixed Final Power trigger code which causes memory leak

-fixed a typo in Diablo Jr's Hellfire skill damage
-increased Diablo Jr's Hellfire manacost to 125/175/225/275/325 from 125/145/165/185/205
-increased Diablo Jr's Despair manacost to 850 from 500
-Diablo Jr's Despair periodical damage now deals magic damage (reduced by spell resistance) but the final damage is now increased to 50000 from 25000 and is still pure damage type

Zone 1
-reduced barbed arachnatid's collision size

Zone 2
-reduced the cooldown of the Lord of the Abyss' AOE skill

Zone 3
-made the trees in the map to be more dense so heroes cannot blink in
-increased the healing totem AOE a bit
-increased centaur drudge anti-creep critical strike damage multiplier to 10x from 4x
-reduced salamander projectile speed to 250 from 300

Zone 4
-reduced jungle stalker's leap cooldown and reduced its minimum jumping range
-increased turn rate and attack speed of the demonic statue and changed its attack type to chaos
-reduced allied combat buildings' hitpoints and increased shops' hitpoints
-added more medical tents
-increased demonic statue hitpoints to 100000 from 50000
-increased infernal hitpoints to 200000 from 100000
-increased demonic statue's movement speed to 140 from 70 and the demonic statue now cannot be slowed
-increased infernal's movement speed to 150 from 120
-reduced infernal's permanent immolation damage to 200 from 450
-reinforcement units now spawns every 60 seconds instead of 45 seconds
-reduced the maximum amount of units owned by allies
-players are now given some time before the enemies arrive & changed some font colors
-changed the pathing on the north trees a bit so enemy creeps won't get stuck and added a tower to compensate the enemy unit progress
-enemy units now get their lives reduced to 1% when the zone ends

Zone 5
-increased the 5 torturer of hell bosses' hitpoints
-changed Death Beam missile to something more obvious
-mistress of Death now is more likely to cast Death Beam several times in a row
-further reduced the duration of wave of helplessness and also reduced its damage
-reduced damage of khranios & the dark lord
-reduced khranios missile speed
-a message will be displayed on the screen if the bosses use their skills now
-reduces Gigaqahi's heal to 1000 hitpoints from 5000 hitpoints and increases its cooldown to 12 seconds from 8 seconds
-fixed the bug where Wave of Helplessness keep being casted eventhough the boss has died
-slows down Bone Wave speed a little
-the number of summoned Afkpus is now limited depending to the amount of players
-reduced stun duration of Afkpu's Shower of Fire to 0.25 seconds from 1.5 seconds
-increased Afkpus' bounty to 2500 from 1000
-removed bash from Gigaqahis
-reduced Fireslam & Unholy Rush casting time

Keywords:
hero defense, defense, survival, hero adventures, hero, adventures, adventure, defence, upgrade, items, waves, wave, creeps, creep, boss, epic, war, b
Contents

Hero Adventures!! Rushed v 1.2 (Map)

Reviews
Moderator
16:37, 8th May 2009 by bounty hunter2: Here is a short review on this hero defense map. The goal is like in any other hero defense map, to eliminate the creeps that are rushing on the main building you need to defend, needles to say. My first...
  1. Vaarj

    Vaarj

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    Or maybe you uploaded the wrong one? Because i tried it some minutes ago, and the furbolg trackers still have shockwave and not carrion swarm..

    The file name is 1.1 but both the map-selection and the loading-screen says 1.0b.. And the file is the exact same size as 1.0b also..
     
  2. TheWye

    TheWye

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    Ok, updated the file, "Should" be the correct one now.
     
  3. Vaarj

    Vaarj

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    Played a little solo with the Clubber, seems like it's easier to get past zone 3 now atleast (but still hard as hell, blood furbolgs for example were a bitch when aoe heals them :p)

    Just have a little question, the version Hero Adventures Pro on epicwar, is that an official version?

    Edit: Nevermind, played it, it's the original map right?


    We finally completed it on Easy difficulty, damn it was hard :) But we're not afraid to try Normal next :p

    Our team was:

    Diablojr (me)
    Lady Luck
    Can't remember the other heroes names, but it was the Marine and Mountain King atleast..

    I don't think we would have managed to kill the last boss without the extra ability DiabloJr got from the banana (Despair)
    It was really nice for killing bosses when used correctly..


    A common complaint at the end of the game, this map really needs more scaling skills, the skills doesn't need to scale much, just so that you feel that the hero gets stronger even after you have all the skills at max..

    It's really noticeable for heroes that aren't supposed to do much damage with their normal attacks, but with their skills, in the beginning those heroes are often on the brink of overpoweredness, though at the end they have difficulty doing anything worthwhile to help the team..
     
    Last edited: May 14, 2009
  4. TheWye

    TheWye

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    Nice, congratulations on finishing the map :).

    One little question, does the demolition expert's (yep, thats the marine guy) ultimate skill work correctly? does it deal damage to units properly and the timer works okay? I'm a little worried with that skill.

    About this, I guess this is more of a balancing issue right? When I was balancing the abilities, I usually played it on single player or 2 player games. And in singleplayer or 2 player games, you get more experience and thus advance in the level faster. Usually, you will max your hero skills at zone 2 so you can enjoy your max level skills for more than half of the gameplay (if you manage to get to the last boss).

    Well, continuing from my previous point, I keep mentioning that teamwork is important in this map. That is why the gold award system is quite different from other hero defense map. In this map, you don't need to worry about people stealing your kills. In fact, it is encouraged to help other people to kill their share of the creeps since if you go past the cutoff timer, you will start to lose gold.

    And early heroes, the purpose of having them in your team is to own early waves and finish the creeps fast thus allowing the team to gain full gold award. If you don't have early heroes in the team, your late game heroes will find difficulty in growing and you will find difficulty in the late game. So in short, early heroes helps late heroes to own in late games by owning early games for the team. So everyone really has a role to play here. And support heroes, needless to say, their roles are just to support their teammates, either by healing & protecting them (cleric of the gods, light entity), empowering them (dwarven battlesmith, vindicator) or summoning units (Soul necro, wardmaster, goblin hobbyist)

    Judging from your team, I see that all your heroes more of the early/support type heroes. I would guess that if you replace 1 of the heroes with a late hero, you will find it much easier to win.

    Usually, if I play spellcaster heroes, I focus more on defensive items and keep my hitpoints/armor high and I usually do well in the late games.

    Anyway, I will continue to keep playing the map myself and keep finding ways to improve it. And as always, thanks for the feedback Vaarj.
    :thumbs_up::thumbs_up::thumbs_up:
     
  5. Vaarj

    Vaarj

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    I guess that makes sense, we just choose heroes at random after all..

    Oh, and it actually was the Electro Trooper (which is the Rifleman-model i know >.<) not the Demo expert, but i could try the Demo Expert for ya later to see if it works..

    Edit: The Demo Experts ulti seems to work just fine..

    Here's the replay for the win if you're interested..
     

    Attached Files:

    Last edited: May 14, 2009
  6. TheWye

    TheWye

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    hmm.. interesting.. Last time I played him, his ulti didn't work as expected. Sigh.. must be those random bugs again. Thanks for testing it :)

    EDIT: Hi, just watched the whole replay and gotta say, awesome last boss fight guys. Only 2 of you left alive there lol. Anyway, you guys should have try to avoid more of the boss skills. I noticed that you guys were mostly killed by the Fireslam and the nubos skills which are very deadly but avoidable (fireslam has 3 seconds cooldown & nubos speed are like 200 only). Anyway, I'm definitely toning down the last boss damages to make it more winnable and yes, I realized that without diablo's special skill, you can hardly damage the boss. I'll work on that too.

    But overall, good job guys :)
     
    Last edited: May 15, 2009
  7. FrozenFenrir

    FrozenFenrir

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    hm i tried the new version and that "hero-stucking" bug occured again at phase 2 =/
    i can give u the replay if u want
     
  8. TheWye

    TheWye

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    Hmm.. sometimes those bug occurs randomly and I can't really find a way to remove that.. However, I provided the -tele command to force teleport your hero to the current zone in case it is not moved to the next region. Did you try that command when you played? Well sure, a replay will be good to see the case.

    Thanks for informing :)
     
  9. FrozenFenrir

    FrozenFenrir

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    ah i didnt know that command exist =O
    ill use it next time this happens ;)
     
  10. siege

    siege

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    Hello,

    I enjoy playing this map along with its predecessor however I would like to make a few suggestions as well as highlight a few bugs I've encountered.

    Suggestions:

    Share all boss gold, even those for the waves. As you've mentioned, to promote teamwork, creep bounty is low but bonus gold is high. However boss gold is high but isn't shared hence it would be more in line with your ideals if the bounty was split.

    Bugs:

    Was playing the Desert Spawn level, after fighting the Troll Priests, unable to -next.

    Final battle: After killing the 5 waves of enemies. The Dark Lord failed to appear.

    Replay attached.
     

    Attached Files:

  11. TheWye

    TheWye

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    Hi siege, glad you like my map :)

    Hmm... I see. I will think about the gold bounty sharing. I think its pretty doable so I guess I can change the system for that.

    And regarding the bugs, those are again random occuring bugs which I'm not sure myself how to fix. It sometimes occurs and it sometimes go smoothly... Maybe the length of the triggers and codes is too long that sometimes some commands fail to execute. I don't know, but I will keep on looking for a solution for that

    and again, Thanks for the suggestions, siege :wink:
     
  12. sonic23

    sonic23

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    just a short notice.

    the two img's with the upgrade tree and info is way to small to really read and understand it (i always have to explain it to my pals ^^") so could u mybe make a better one like the first?

    bigger ress would be enough.
     
  13. TheWye

    TheWye

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    Umm, which one is it exactly, sonic? Could you be more specific?:confused:

    Sorry for the late responses, guys. I'm currently focusing my work on my new map, Shooter Defense, so I might not be updating this map for the while...
     
  14. lucky604

    lucky604

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    if possible, could you make this map compatible with the new 1.24 version patch? i have played before the patch and it is quite enjoyable.. but after the patch sharing it with my friends has become impossible.

    keep up the good work man :D i enjoy your maps very much =]
     
  15. vic1300

    vic1300

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    Is there any chance this map would be remade for 1.24b? i really like this map :D Good job to you.
     
  16. TheWye

    TheWye

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    Hi, as requested, I have uploaded the 1.24b compatible map. No changes were made though, since I only updated the code to make it compatible with the new warcraft version.

    Enjoy~~
     
  17. rumuwi

    rumuwi

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    Great map, me and my friends have played it many times and still have yet to beat it on easy mode, keep getting to the last bosses last form though and die there.
    Keep up the good work, looking forward to a new version if there will be one
     
  18. AlienMaker

    AlienMaker

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    This was one amazing map.

    I'm wondering about the ratings sometimes, there indeed was some very minor bugs and the upgrading is a bit random, didn't take a look at the upgrade tree,
    but had lot of fun with friends trying to figure out what those 60+ bosses do and so.

    In the end we died into the Death Beams D=

    Excellent i'd vote 4/5, but i had way too much fun with it so it's 5/5

    EDIT:
    Finally defeated it on easy mode with my friend. What a fantastic map!

    We had Half Demon and i used that Robin Hood like Archer, can't remember her name again.

    The last boss surely is hard one; thanks to Half Demon's gambling abilities, it was possible to defeat it just and just D=

    Most of the hardest waves were in the Zone 3, desert. Wave 59 (Peons) were pretty hard to defeat with two of us and then the healers came as well the Wave 61 Salamanders which are also one of the pretty hard waves.
    Wave 53 and Wave 37 were pretty hard too, but thanks to the Ranger hero, it was easy to defeat them.

    Few minor bugs:
    - In the ending credits there is "Wave of Hopelessness" floating text appearing.
    - The Liquid Elemental guy cannot pick items when upgrading items on the alter (increase the picking up range or make the altar smaller or something else).

    EDIT 2:

    More bugs:
    - I was using Jr. Diablo (with Necromancer and Half Demon) and when i died on Wave 14 (i didn't buy potions) i didn't respawn (waited to Wave 16 and still nothing). http://sadpanda.us/images/168673-80SVHBE.jpg
    - On wave 20, one of the skeletons seemed to become invisible for no reason at all and it couldn't be attacked (also couldn't do -next), but when the friend left (the invisible unit attacked Necromancer only; and when the necromancer left) the invisible unit disappeared and we could do -next again.
    -
     
    Last edited: Jul 15, 2010
  19. TheWye

    TheWye

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    Hi, thanks Alien & rumuwi for playing my map!

    I have just updated the map version into 1.2 and I have made quite a lot of changes. You can check the changelog in the main page of this thread. Some of the bugs that you reported are random bugs probably caused by bad coding of the map (I made this map back in the early days when I was still a JASS noob :p ). I have fixed some of the coding so I hope those bugs do not happen again...

    Regarding the non-respawning bug, I actually have already anticipated that bug, perhaps you can try typing "-revive" when your hero doesn't respawn after you die. If it still doesn't work then... I need to take a look at the code again... but that 'should' work :p.

    Anyway, thanks again for the comments and the bug reports. I hope you can enjoy the new version more :))
     
  20. Bron Tigerclaw

    Bron Tigerclaw

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    This is a great map, but my friend and I encountered a serious bug in the desert region. Not sure what wave it happened on, but I know it was some point after the locusts. Basically, I couldn't use any of my items or abilities, and all the shop icons got disabled, including the upgrader. Couldn't buy new stuff, upgrade what I had, or even make the upgrader drop items.

    I've attached a replay, in case the above description is insufficient.

    Additional: The Demolitions Expert's Detpak and Bombard abilities don't seem to work on the Healing Totems, is this intentional?
     

    Attached Files:

    Last edited: Aug 25, 2010