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Hero Siege RPG


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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!

ArthasAbilities
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Bless (Q): Damages and heals Nearby
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Guards (W): Summons a Minion
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Defensive Stance (E): Periodically Heals
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Retribution Aura: Grants Bonus Armor

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Curse (D): Deals Damage and Heals Nearby
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Damned Servant (Q): Summons a Minion
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Unending Servitude (W): Periodically Heals
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Resiliance Aura: Grants Bonus Armor
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Wrath of the Lich King (R): Grants and Deals Damage


SylvanasAbilities
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Resolve (D): Grants immunity and attack speed.
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Virtuous Arrow (Q): Deals damage in a line
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Orb of Annihilation (W): Grants damage and splash
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Critical Strike: Gives a chance to multiply damage


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Vengeance (D): Grants immunity and attack speed
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Malice (Q): Deals damage in a line
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Banshee Arrow (W): Grants Bonus attack and Splash
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Echoing Strike: Gives a Chance to multiply damage
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Forsaken Fury (R): Summons ghosts of Sylvanas to fight


GromAbilities
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Furylust (D): Grants splash damage
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War Stomp (Q): Damages and stuns nearby enemies
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Cry of the Hoard (W): Damages and slows nearby enemies
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Bash: Grants a chance to stun enemies


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Chaotic Rage (D): Grants temporary splash and damage
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Warsong Warcry (Q): Stuns, slows and damages enemies
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Dreadful Echoes (W): Weakens and damages enemies
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Crushing Blow: Gives a chance to stun increase damage
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Reign of Chaos (R): Teleports and damages around Grom


MalfurionAbilities
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Remorse (D): Damages and stuns a target

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Overgrowth (Q): Slows, damages and buffs an area
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Imbue (W): Heals multiple allies
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Essence Aura: Grants mana regeneration


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Sorrow (D): Deals damage and stuns
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Dawnwing (Q): Summons a hawk with passive benefits
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Blessing of the Wild (W): Heals multiple allies
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Wisdom: Grants various permanent bonuses
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Emerald Dream (R): Creates illusions of a target


JainaAbilities
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Empower (D): Empowers the next ability cast

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Arcane Missiles (Q): Damages 4 random nearby enemies
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Mystic Barrier (W): Heals allies and stuns enemies
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Dimensional Step (E): Teleports a short distance and grants mana on spellcast


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Magic Surge (D): Summons a minion on spellcast
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Arcane Barrage (Q): Deals massive damge to nearby foes
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Arcane Field (W): Heals allies, damages and stuns foes
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Reality Bend (E): Teleports a short distance and refunds mana
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Mirror Entity (R): Summons an image that casts spells when you do


IllidanAbilities
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Hatred: Grants stacking damage bonus
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Entangling Roots (Q): Immobilizes and damages target
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Immolation (W): Damages nearby units periodically
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Abhorrence Aura: Grants melee lifesteal



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Festering Hatred: Grants stacking damage bonus
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Demonic Grasp (Q): Jumps to target, while immobilizing it
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Eternal Blaze (W): Deals periodic damage nearby
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Magic Thirst (E): Grants temporary damage and life steal
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Metamorphosis (R): Grants range, damage and stats





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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
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.)
AbilitiesI'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.
Items come in two forms in this game, the first is the classic dropped loot, meaning killing stuff will drop powerful items that you can equip. These items are classified in power from Common to Legendary . Such items can be found in secrets all over the maps, by killing bosses or simply by killing regular foes. The second form of item progression comes through recipes (OMG how original.....). I struggled with the idea of recipes because, I feel that no one likes looking through 10 different shops looking for some random item who's name doesn't always match the icon. (Hmmm, i need Claws of Justice to finish this recipe. Let me just look through all these goddamn shops, including secret shops for an icon that looks like a claw and hope it is the item i'm looking for.). So I decided to make a fairly simple shop setup. The recipes are in the starting castle and all required components are in a single shop. The component items have the same icon/names as the normal Warcraft III items (I.E Robe of Magi, Claws of Attack ect...) and the recipe progression is fairly obvious when looking at the items sold in the castle. Furthermore, to add a little bit of fun, the final form of all recipes require a single item that can only be obtained by finding in secret zones.
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NailBigGreen Triggers

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
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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Open Discord
Discord

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Contents

Hero Siege RPG 33.2 (Map)

Reviews
StoPCampinGn00b
A solid map which is a fusion of a hero defense and puzzle / dungeon crawl RPG. Creative in some parts and very easy to get into. While it's not artistically up there with the greats, the gameplay is the perfect mix between familiar and fresh. Map...
Level 3
Joined
Dec 29, 2012
Messages
51
We have also found one of the greatest bugs of all.

There are two items that let you ressurect (3rd level Gem in a Castle and a 6 Sky Stones Staff) with a cooldown, of course.
But the cooldown may be set to zero if you drop an item and pick it up again.

Even while using it, we still could not beat up the boss in a ghost prison. Sad.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Yikes that sounds like a very big bug. I will look what I can do to fix it.

Yeah the doom guard boss is a little overpowered, I didn't have much time to test him before releasing him, so I may have over-done it. But are you folks playing in a group of 5 or are you still playing as 2?
 
Level 3
Joined
Dec 29, 2012
Messages
51
We play as 2 as always. As 5 he would be bearable I guess. His attack speed is a wee overpowered, though.

We have also spotted something. There is a Ghost Shield in the prison which lets you unemprison your teammates and emprison ghosts.
However, after having it picked up once, it will not respawn. So, if your teammate got emprisoned second time, you will not be able to rescue him anymore.
 
Level 3
Joined
Dec 29, 2012
Messages
51
Also, when we were fighting Balnaazar, he got up pretty close to an upper side of the TD map and thus provoked doom guard boss to follow him down.
He raped us there pretty quick.

Do not know as how to classify this. Kappa.
 
Level 1
Joined
Mar 25, 2020
Messages
1
Greetings. I’ve been playing your map for about a year (maybe even more), but I can’t get through, but I don’t lose hope :)
I would like to ask a couple of questions that I would be very glad to receive answers to. I registered exclusively for you and keep abreast of the news, although they seldom go round.
1) I found a secret stone at Cenarius, but they told me that there is another one somewhere. Can I get a hint where else to get one? One definitely suits Malfurion, but the second would be ideal for Arthas to survive.
2) Will there be a reworking of the hero of Lothar? I tried to make him an ideal hero, but his trouble is that he only defends himself, but not others (Taunt does not help). He needs support auras for the team.
3) Are there any more secret legendary artifacts? I just found Slicer. Again, I would be glad to know about something else.
4) Is there a certain pattern in the battle with Kazzak? Ghosts move in such a way that they create traps that cannot be exited. Here I have two questions at once: a) Do they move according to a pattern or chaotic? b) Is there a way to free everyone from prison?
5) I opened a map in World Editer and saw some units. What is a Lich? Is Sargeras the last boss?
Sorry if I write with errors. I myself have knowledge of English from Russia, but I can’t make such a huge text manually. I had to use a translator. I will expect your answer as much as you see fit. :)
P.S. Автор, спасибо за труд над этой картой(map), который заставляет действительно получать удовольствие от игры в неё, хотя и проигрываю в битве с Каззаком раз за разом. ^_^ (Надеюсь, переведёшь данный текст)
 
Level 12
Joined
Jan 4, 2014
Messages
543
@FrensisYeah
Hey, I'm really happy you like the map. Your kind words are what keep me going!. You should join our discord Join the Hero Siege RPG Server! Discord Server!
1) There is another secret stone on the map, but I won't say where it is!

2) I do plan on reworking Lothar. He is considered by many as weaker than Arthas. Thank you for your opinion!

3) There aren't anymore secret artifacts right now, I also plan to reword the slicer

4) Ghosts have a walking pattern, but Kazzak does not. Using ghost shield will free everyone from prison.

5)I haven't finished Lich or Sargeras. I don't know who will be the last boss.

Hahhaha I did translate the text. Thank you very much for your kind words!
 
Level 3
Joined
Dec 15, 2019
Messages
11
This is a very good map :grin:, it is very interesting that the heroes can evolve, the secret stones are difficult to get but they are very useful. Personally I really liked it, even the first time I played it I loved it. I hope you keep updating it and that you can soon take down the hero in Zul'jin :thumbs_up:.
 
Level 12
Joined
Jan 4, 2014
Messages
543
This is a very good map :grin:, it is very interesting that the heroes can evolve, the secret stones are difficult to get but they are very useful. Personally I really liked it, even the first time I played it I loved it. I hope you keep updating it and that you can soon take down the hero in Zul'jin :thumbs_up:.
Thank you for your kind words <3 :)
 

Wrda

Spell Reviewer
Level 25
Joined
Nov 18, 2012
Messages
1,864
There's a bug that stop progress. It's after you beat the "pac-man" boss, the gate doesn't open for us to get into the portal.
This might be the most frustrating boss due to the boss camping specific areas for so long. The extreme was to a certain extent...okay.
The boss overall takes too much time compared with the others.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Hey @Wrda
I forgot i wasn't logged onto hive so I didn't notice this message. Congrats on beating the pac-man boss hahaha, his power is a little higher than it should be. It's coz as I add new bosses it becomes harder and harder to test, because I have to make to that part with different groups of players/heroes. That's probably why the first few dungeons are the most balanced. In the version you are playing the gate didn't open, because I haven't added the next boss yet. I'm working on release the next one soon. I'm just finishing up Zuljin before I release the new version.

Thanks a lot for playing though :)
 
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