- Joined
- Jan 4, 2014
- Messages
- 544
Features-5 unique heroes
-6 abilities per hero
-5 completely unique hero evolutions
-Custom items
-Custom item classes (common, uncommon, rare, epic, legendary)
-Scripted Boss Battles
-Custom waves
-No Grind
-Mazes
-Puzzles
-Tower Defenses
-Secret Rooms
-At least 4 ultimate style spells per hero
-Dungeons
-Unique environments for each Chapter
-and much much more!
Arthas | Abilities |
Sylvanas | Abilities |
Grom | Abilities |
Malfurion | Abilities |
Jaina | Abilities |
Illidan | Abilities |
MEDIA
DEVELOPPER INSIGHT
Subject |
Discussion
|
Suggested Players
| My intentions in making this map was to have a Hero Siege/Dungeon Crawler to play with my friends on Skype or on a Lan Party. Due to this mindset, the map requires a full house to be properly played. I have no intentions in going into tedious balancing for reduced player groups, though I have seen some people make it particularly far as a group of 4. That being said, I added a special item that spawns when the game is played in single player. The purpose of this item is for lone players to test out some features. It is important to note that single player gaming does not reflect the full house experience. If you are looking for more people to play with, try hosting this game on MakeMeHost. I always upload the latest versions there and enough people play it that you should be able to get a full house rather quickly. |
Gameplay and Inspiration
| This map is a hero defense/dungeon crawler, which combines elements from my favorite maps. The idea of each hero having a specific role and being color assigned came from Illidan's 7 Demon Hunters. This setup also allows players to setup a strategy in the lobby and discuss their roles. The waves in the early zone are also similar to 7 Demon Hunters, as each wave uses different combinations of the same units to provide variety and uniqueness throughout the fights. The idea of dungeons came loosely from X Hero Siege, as one of my favorite parts of that map was when you and your group are transport into a different zone to partake in unique challenges. Having your heroes evolve visually and ability-wise throughout the game came from DBZ Tribute. Having your initial hero change visually always felt exciting in DBZ tribute, plus it allowes you to change your ability setup to fill any gaps your party might have as they face new threats. |
Items
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Special Events and Minigames
| Throughout the game there will be minigames and special types of challenges that diverge from the classic Hero Siege/Survival concept. I added these to the game so that players can have a small breather once in a while. These such events range from Mazes to Tower Defenses. I made sure that these parts of the game are somewhat easy, meaning that you likely wont lose as a result of being unable to beat a minigame. My thought process here was that, if you spent the whole game upgrading and shaping your hero, you should only be able to lose in parts directly involving your hero. It would be pretty lame if you lost a game because you couldn't solve a puzzle even though your hero can take down bosses with ease. |
Heroes and Story | The story of this game is loosely based on the Warcraft III campaign. Basically you will be facing the same big characters you saw in the campaign. The heroes also follow the Warcraft III campaign. I feel like the stories Warcraft custom games that are completely original often get ignored, except by hardcore fans. So despite this game not really having a story, it is pretty easy to follow what is going on as these are characters we all know and love. Plus I feel like it's cool to somewhat relive the fantasy of being Arthas, grabbing Frostmourne, murdering your father and turning from a Paladin into a Death Knight. I am also pretty proud to have seem some people really get sucked into their characters while playing. I have even had games where some people spontaneously role play once they get their evolved character (I'm not making this up, I have really seen it!). I also like the idea of people calling each other by their character's name as opposed to by their color (I.E Yo Illidan grab that item. as opposed to, Yo Yellow Grab that item.) |
Abilities | I'm probably not going to win any awards for most original abilities here, most of them are simple edits of already existing abilities and some are pretty much the normal abilities with some simple added eye candy, especially for the base forms of all heroes. Though you may not agree with me here, I enjoy simple straight forward abilities. When starting a new game I really hate reading all the custom abilities that are so overly complicated. (When cast your Hero turns into a cucumber that deals X damage based on your enemies hps + the STR of your grandmothers age divided by a random number from 23 to your base agility + 16.). My abilities are usually very simple to understand and when you evolve and get a whole new set of spells, each new spell has the same basic concept as your old ones. But I feel like I was still able to keep abilities fun and special by allowing you to unlock new abilities through items later on and by adding special bonus effects when you maxe out your spells. This means that despite some heroes feeling like they are getting weaker as the game progresses, they will likely hit a pretty large power spike when they unlock a new spell or when they max out their already existing spells. |
Anachron
Mr.Goblin
I3lackDeath
BLazeKraze
Elfsilver Lord
Sellenisko
JollyD
Big Dub
Devine
Darkfang
Hellx-Magnus
4eNNightmare
PeeKay
RightField
JetFangInferno
Tranquil
Kwaliti
Ujimasa Hojo
DarkFang
Kimbo
13lackdeath
Callahan
Darkranger002
Henry
Kimbo
Sin'dorei300
CRAZYRUSSIAN
Hellx-Magnus
zbc
NFWar
-Berz-
morbent
67chrome
sPy
SAN
Tranquil
Tauer
RightField
Darkholme
JollyD
4eNNightmare
WILL THE ALMIGHTY
NFWar
~Nightmare
Spellbound
Anachron
Golden-Drake
And a huge thanks to testers
Apheraz_Lucent
WrathfulZombie
Pat1487
Popartica
namnume123
FFslayer
Olonavy
Hspence21190
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