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[Defense / Survival] Invasion on Az'kar, a dodging based hero survival

Discussion in 'Map Development' started by Lord_Earthfire, Dec 2, 2016.

  1. Lord_Earthfire

    Lord_Earthfire

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    Presented by Lord_Earthfire

    Invasion on Az'kar
    Created by Lord_Earthfire


    Map Description

    Deep in the undergrounds of Azeroth, a dungeon is hidden which belonged to the old demon lord Az'kar. His remains still collects beings from every part of azeroth and turns them into his willless minions.
    From time to time, adventurers try to advance into the dungeon for wealth, glory or power. You are one of them, are you able to survive?


    Features
    Features


    Complete customization of your hero through the use of selectable stats and skills every level up
    A thoghtout profession system. Specialize your hero even further with passive perks and different trees, making your build finetunable.
    Dodging based hero survival. Try to evade projectiles to sustain yourself

    The enemies got their own behaviour and abilities. From simple repositioning after attacks and bombarding the battlefield to disassambling oozes or reproducing shrooms. Be sure that new enemies will keep you on your toes.

    A System around your Willpower. Some enemies try expand Az'kars influence above yourself. If your Willpower reaches zero, you fall to the curse and (currently) will kill yourself!

    Each heros ability can be upgraded after reaching max level to empower them with special feats.

    (currently) 7 Heroes, each with their own set of skills, his own shop and style of play.

    (currently) 4 profession trees, each one expandable to at least 3 different perks and on top of that special ones depending on the choosen hero

    (currently) 25 waves within 4 different Arenas. Travel to the dungeon of the deceased demon lord and fight his enslaved minions, even branching into other areas on new playthroughts

    multiple challaging bosses (every 5th stage), each one has to be taken on differently, some with special twists on them.

    Have suffered a wipe? No Problem! You start the game with a certain amount of continues, when all player died the round restarts, but you keep your experience and gold.

    Your Score keeps tracked throghout the game. Hunting for Highscores, while abusing the hell out of the continues, is encouraged!




    Progress:

    Amount of waves (of the main plot): 25/60 (probably)

    Far away from what i want it to be. While a good amount is done, i dont even consider reaching 50%.
    What is planned:

    Outstanding Content:

    Adding a better transition between the Waves. Its quite odd to stand at the entrance of the dungeon and then be thrown into a fiery area. If you dont know that this is a trap, ofc.

    There will be multiple paths to take. So currently there is only 1 side branch, but there should be multple, connected by puzzles or special conditions at beast

    An advanced shop system. While going through the dungeon you should be able to find new buiable items to further customize your hero.

    A better terrain. Currently its more doodad-spammy than i want it to be, so i need to get better at it, so it can probably work out well.

    And, like we all know it, more heroes, items and enemies.


    Problems i'm facing

    Balancing.
    Its hard, due to the nature of the map. I need to restrict abilities, for example the damage dealing abilities of the supports, to stop them from contesting the space for the damage dealers. But this leads them to be quite useless on single player rounds, since their damage output and skills drop down tredemnously against certain rounds (like the shadow priest against the shadow elementals or tzhe zombie against undead units).
    On the other hand, the enemies are more focused against living targets (Venoms against living targets, for example) while elementals or undead heros have a far easier time. I need to come up with good enemy concepts to incorporate a healthy mix of different abilities for different type of enemies.
    I will probably rework and rebalance some abilities, so stay tuned. If you got any ideas, tell me.



    Screenshots:

    Gameplay Screenshots

    WC3ScrnShot_120218_112751_01.png
    [​IMG]
    Description:
    The second boss starts channeling a ritual from time to time to create multiple summons. It should be stopped, if possible


    [​IMG]
    Description:
    The fourth boss of the first path. The firebombs (phoenix egg) spawned should be focused, else it can become quite nasty...


    [​IMG]
    Description:
    The third boss on the second path. He is quite immobile but got a tredemonous damage output. The circle around him drains your willpower


    [​IMG]
    Description:
    A round in the area of the second path. The vines on the ground grapple on unsuspecting people, slowing them down


    [​IMG]
    Description:
    The third area. the river slows you down and deals damage, so hunting the enemies becomes harder, giving them time to regenerate


    [​IMG]
    Description:
    A shot from the fight against the cold queen. She calls upon waves of frost to deal damage


    [​IMG]
    Description:
    The Thaumaturge met a fatefull demise on the hand of the cold queen, the fifth boss you will encounter




    Change Log:

    Change Log


    Alpha 4

    - Official release

    Alpha 4.1

    General Changes:
    - Living creeps now always drop corpses, with a lifespawn of 5 seconds.
    - Increased HP of units per player by 13% (Now the creeps got double hp in fullhouse)
    - Increased damage of units, depending on current player number (up to +30% damage in full house)
    - Removed powerfull and empowered standard weapons from the shop
    - Made magical and powerfull standad weapons upgradeable
    Hero changes:
    Zombie:
    - Reworked Corpse gatherer:
    - Increases the lifespawn of corpses instead of creating some, making multiple player stackable.
    - Increase the cost of leveling corpse gatherer by 2 skill points per stage
    Boss Changes:
    Ancient of Corruption:
    - Added a new ability: Acentral walk
    - Fixed a bug with amount of tainted wisps not scaling with player number
    - Made the willpower drain of field of sorrow depending on the current difficulty and increased the drain overall.
    - Increased attack speed
    Cold Maiden:
    - Added another ability: Summon water elemental (Every 5th cast)
    - Moved Frost meteor into the randomly casted spells
    - Made her casting spells more often
    - Lowered the cast point of ice nova by 0,5 seconds.



    Alpha 4.1a

    General Changes:
    -Fixed a line of code which could cause fatal errors


    Alpha 4.2


    New item: Bloodstone
    - In the shop of the zombie
    - Empowered item, costs 900 gold.
    - Increase health by 7. Whenever you die, this item gehts a charge. Every charge increases your mana- and health-regeneration by 0,15 per second.​

    Level Changes:
    Entrance:
    - Increased the area in which farms spawn, making them more spread out​

    General:
    - Life upgrades give 1 additional health per level
    - Corpsed get their collision removed​

    Item changes:
    Reworked Skull of the damned:
    - Renamed to Summoning skull
    - Instead of having a chance to deal more damage has an active, which makes it able to summon a spirit
    - Removed from the shop of the zombie​
    Jade Ring:
    - Increases mana by 1 now​
    Cannibal's Claw:
    - Increased damage by 2
    - Turned into a "powerfull" item, increased its cost by 300​

    Hero changes:
    Thaumaturge:
    - Reworked essence chain:
    - Made it not dispell after the first instance of magic damage, but decreased the buff time to around the halved duration.​

    Enemy Changes:
    Spore shroom:
    - Decreased their mana regeneration by 10% (Now need 22,5 instead of 20 seconds to spawn shrooms)
    - Reduced Movementspeed of the spores by 5
    - Removed the life regeneration from the shrooms
    - Reduced the collision size to a quarter of the former size (from 64 down to 16)
    - Spores doesnt drop corpses anymore​
    Spectral guardian:
    - Reduced life regeneration by 33%​
    Night elven archer:
    - Reduced life regeneration by 25%​
    Shadow spawn:
    - Reduced life regeneration by 20%​
    Gravejard ooze:
    - Reduced life regeneration by 20%​
    Spectral watcher:
    - Reduced life regeneration by 50%​
    Water elemental:
    - Increased mana regeneration by 50%
    - Increased health regeneration by 50%​
    Farm:
    - Increased AOE of the heal by 100​

    Boss Changes
    Infernal dreadnought:
    - Removed life regeneration
    - Changed the tolltip of the energy shield, giving a hint what to do on the bossfight
    - Gave the firespawn cannon a chance to increase its count, slowing down the enrage mechanic of the boss​
    The curse manifested:
    - Removed life regeneration​
    Gnoll Chieftain:
    - Changed the tolltip of the ancient ritual, giving a hint what to do on the bossfight
    - Ancient ritual creates special effects, giving a hint what to do on the bossfight​
    Efreet:
    - Decreased the time between his skills
    - Decreased the attack speed by 0,1​


    Alpha 4.2b

    4.2b:
    General:
    Fixed multiple pathing blockers in the entrance area and the cursed forest
    Added the possibility for pathability checks in the movement trigger
    Made corpses now only have a 4 second lifetime
    removed the sfx from corpses
    Fixed a bug that caused mail armor to take less damage from blunt attacks
    Fixed a bug that caused plate armor to take more damage from blunt attacks
    Made it possible to adjust the time between waves from 5-20 sec

    Hero Changes:

    Raider: Reworked
    Increased the cooldown of rush by 2 seconds
    Reduced Armor by 1
    Replaced critical strike with melle armor:
    Reduced physical damage suffered when the source is in an area of 175 around you.
    Removed Improved critical strike proffession
    Moved the hero into the "Hunter/Gatherer" role from "Damage dealer/Gather"

    Thaumaturge: Reworked
    Instead of giving a flat magical damage increase, erratic mana gains stats depending on the element
    Fixed a bug that caused essence feed to increase the mana regeneration permanently

    Shadow Priest:
    Increased the mana cost on finger of pain by 2.

    Zombie:
    Removed the magical damage reduction from the fifth lvl of fortified skin
    Fixed a bug that made fortified skin reduce the damage by 2% more than it should
    Corrected the tooltip of enchanted skin
    Reduced the magical damage reduction of enchanted skin by 8% and increased the cost by 1

    Assassin:
    Increased the cooldown of rush by 2 seconds

    Profession changes:

    Reduced damage of battlelust by 1% per 15% missing health per stage

    New profession: Painfull surge:
    Main tree: Offense
    When casting pain of finger of pain, every enemy in an area of 200 around the target gets also affected by a pain spell with reduced power
    Required: Profession, Wizardry
    Heroes: Shadow priest

    New profession: Melle armor:
    Main tree: Defense
    Reduced physical damage suffered when the source is in an area of 175 around you.
    Required: Stone skin
    Heroes: Shadow priest

    New profession: Static net:
    Main tree: Enchanter
    Ensnare deals storm damage and attacks against ensnared targets deal storm damage.
    Required: Wizardry
    Heroes: Raider

    Boss changes:

    General:
    Attackspeed of bosses get increased by 15% per player above 1.

    Infernal dreadnought:
    Added a pathing check on the "Trembling charge" ability for both the boss and hit targets

    Ancient of corruption:
    Added a pathing check on the "Earth blade" for affected targets
    Increased damage of mass torment by 5% of max hp
    Fixed the animation of acentral walk
    Reduced Ancentral walk missile speed by 100

    Cold Maiden:
    Increased cast animation of frost meteor by 100%

    The Curse manifested:
    Increased cast animation of shadowcoil by 100%
    Increased the amount of shadowspawns and spectral guardians while channeling dissipate
    Dissipate should cancel now when all spawned enemies died.

    Enemy changes:

    Shrine of the elder:
    Added the light element

    Water Elemental:
    Increased permanent health gain by 3 + (Player)

    Thorned ent:
    Doubled the damage against melle attacker

    Tainted wisp:
    Increased damage for entagled enemies by 1.5
    increased health gained to "Aid of the Ancient" carrier per dead wisp by 5*(#Player)

    Drowned priestess:
    Fixed a bug that caused the heal from the attacks to not work

    Soul reclaimer:
    Made reclaim soul not work on the own death
    Increased the heal to 50% of the max health

    Soul reclaimer:
    Made reclaim soul not work on the own death
    Increased the heal to 50% of the max health

    Frost sentry:
    Added Truesight
    Gained a chilling attack

    Red whelp:
    Increased damage by 1

    Item Changes:

    Healing potions:
    Increased cooldown to 10 seconds from 4.

    Bag for the survivor:
    Reduced the gold gain by 5 gold per round


    Alpha 4.3

    4.3
    General:
    -Changed the terrain to make the outside of the arenas less visible
    -Added the GUI Disable System intot he map (Thanks to Guhun for this system)
    -Added the GUI Buff System into the map to streamline buffs and increase performance
    -Updated the Damage Detection System to its newest version. this should get rid bugs-
    -Merged and removed triggers to increase performance, mainly ones which involve buffs
    -changed how movement speed gets calculated ingame, increasing the performance and interactions of buffs
    -completely reworked the game on the first stage
    -Increased the time for rocks to hit the ground at the second stage by 1
    -Rework of multiple buffs:
    -Venom: Now stacks when applied by different units
    -Invisibility: Can now be applied to yourself while channeling
    -Affinity to Nature: Renamed into "nature's guidance"
    -Smiting is now considered a curse
    -Stuns don't stop the target anymore, instead inflict a standart stun. This get rid of some bugs.
    -Ensnare doesn't cause CC protection to trigger
    -Buffs that incraese the virtual hp of a unit (e.g. flesh shield) will take defensive abilities into account before firing
    -Buffs that incraese the virtual hp of a unit (e.g. flesh shield) will always be rounded up instead of down (so the shield doesn't show 0)
    -Purge now removes most buffs from the target
    -Fixed a bug that made stoneskin to not reduce damage suffered
    -Fixed a bug that made amplify not increase damage
    -Overheated now only works if the target casts a spell
    -Gave Overheated a new sfx which is more appearend

    Heroes:
    -Mana regneration upgrades cost 1 skill point less and doesn't increase in cost anymore

    Raider:
    -Reduce movementspeed by 20
    -Roar's Cooldown and Duration increased by 5 seconds
    -Merged the buff of growl of victory into the roar buff
    -Vulnerability from sacrificial dagger affects demons now
    -Increased the cost of Dagger throw upgrades by 1 skill point
    -Rush got replaced by rush tactics:
    -Increase the movement speed for the first 45 seconds of a round by 20%

    Zombie:
    -Vulnerability from desecrating strike affects demons now
    -Plague breath and Venomous breath applies disease instead of venom now, so they stack with foulsome touch
    Elementalist:
    -Added a 45 sec duration to Arcane barrier
    -Reduced the health of healing fountains by 30
    Footman:
    -Merged the buff of Beserker's outcry into the battlecry buff
    -Merged the buff of heavy metal into the metal clash buff
    -Increased movement speed by 15
    -Increased damage by 1
    -Taunt applies now a debuff for 5 seconds on non-boss targets which forces them to attack the hero
    -Taunt forces now barraging targets to focus the hero
    -Taunt disables active spellcasting of non-hero targets
    -Reduced intimadation duration of intimidating taunt by 1 second.
    Shadow Priest:
    -Increased health by 3
    -Vulnerability affects demons now
    -Merged the buff of curse of corrosion into the vulnerability buff
    -Curse of corrosion's defense reduction was reworked into a new buff: Corrosion
    -Corrosion is considered a venom
    -Haunting affects demons now
    -Draining enchantment can now be cast on demons
    -Merged the buff of vampiric enchantment into the draining enchantment buff
    -Merged the trigger of vampiric enchantment into the draining enchantment trigger
    -Finger of pain (upgrade from pain) affects demons now
    -Merged the buff of Haunting into the Haunting buff
    -Call fo the haunted doesn't increase the cap anymore

    Professions:

    Static net:
    -Fixed a bug that caused basic attacks to not deal storm damage on attack against ensnared targets

    Creeps:

    New Creep: Kodo beast
    Summons gnoll poachers every 25 seconds

    Skeleton guardian and gnoll brute:
    Reworked AI:
    Instead of the standard Attack/Move pattern, they stay close around defendable flagged targets and engage to the enemy only if the defendable target is attacked or themself or the defended target is threatened (coming into 400 range)

    Kobold hurler/barrager/taskmaster
    Reworked:
    -Instead of attacking random points of the map, they attack players instead
    -Added a 300 range inaccuracy
    -Reduced missile speed by 400
    -Reduced Attack-AOE by 35
    -Reduced damage by 2 each
    -Reduced attack speed by 0,5
    -Kobold Taskmaster damage scaling with difficulty reduced

    General:
    -Complete Rework of the Unit AI. This should get rid of some bugs and make them run more smoothly and intuitive
    -Reduced the damage of every venom, due to the new stacking rules, by 25%
    -Creeps flagged as defendable targets:
    -Farms
    -Kodo beasts
    -Kobold Taskmaster
    -Shrine of the elder
    -Frost sentry
    -Graveyard ooze
    -Soul reclaimer
    -Gnoll shaman (Boss)

    Bosses:
    General:
    Got rid of a bug that made bosses be considered with 2 more armor than they have in reality
    Kobold Chieftain:
    -Reduced damage gain through difficulty by 1 per stage above normal
    -Reduced armor gain through difficulty by 2 per stage above normal
    -Reduced armor by 3
    Efreet:
    -Reduced the proc chance of firery magic by 50%, halving his enrage mechanic
    -Make overheat from ray of heat trigger only on Spellcasts, increase its damage by 10


    Alpha 4.4

    4.4
    General:
    • Arcane barrier does show now the correct buff and the correct amount of temporary health left.
    • Bosses now show the properly true sight indicator on affected heroes
    • Summoned units now spawn remains instead of corpses, indicating that they don't benefit from recource gaining effects
    • Damaging buffs now correclty takes abilities into account.
    • Gold income at round end is increased by 10 per surviving player.
    • Fixed a bug where melle enemies would attack twice instead of running away
    • Getting rid of cases of friendly fire (You can still attack your own summons, which can be intended sometimes)
    • Silence causes CC Protection to trigger
    • Changed how Buffamplification gets calculated
    • Got rid of a bug which made units coliding with objects to move at their starting location
    • Got rid of a bug which caused creeps to target dummies, which made them attack heroes they normally wouldnt attack
    New item:
    Robe of magi:
    • Increases defense by 2 and mana by 6
    • Can be created by aquiring 2 mantle of intelligence
    Silencing venom:
    • Applies a venom for 5 seconds on the next three attacks that silence the target and deals 1 damage every second
    • Can be bought by the Assassin

    Item changes:
    Voodoo Doll:
    • Increase the duration of affected buff additionally by 1 second
    • Only affects curses now
    Jade ring:
    • Increases now the duration of the buff by 25% instead of a flat 2 seconds addition
    • Affects positive buffs only
    Belt of giant strenght:
    • Increased health gain by 4
    Insignia of the horde:
    • Now increases attackspeed by 15% instead of damage by 2.
    Bloodstone:
    • Increased health gain by 3
    Shredded flesh:
    • Increased flesh shield health by 7
    • Decreased cost by 5
    Scroll of power:
    • Increased duration by 20 seconds
    • Increased damage gain by 5%
    • Decreased cost by 5
    Berserker potion:
    • Increased duration by 20 seconds
    • Removed from Assassin's shop
    Cold blood:
    • Decreased cost by 10 gold
    Scroll of warding:
    • Decreased cost by 20 gold
    Flame essence:
    • Decreased cost by 5
    • Increased duration by 10 seconds
    Stoneskin potion:
    • Increased duration by 20 seconds
    • Changed icon
    Bag of the survivor:
    • Decreased the gold gain by 5
    Gem of greed:
    • Decreased the bounty gain by 5%


    Hero changes:
    Footman:
    • Increased battlecries healthgain per stage by 1
    Thaumaturge:
    • Increased attackspeed while being under the fire element by 5%
    Shadow priest: Reworked
    • Increased movementspeed by 5
    • Possession now longer slows movementspeed or silences
    • Decreased cost of Possession by 2 and mind corruptor by 4
    • Decreased mana cost of possession by 2
    • Increased damage of possession by 0,5 per 5% of transferred dark energy
    • Haunting now summons a single spirit only, but manacost and cooldown are greatly reduced
    • Increased damage reduction for every spirit and increased the damage reduction cap.
    • Increased duration of haunting by 15 seconds for creeps and 2 seconds for bosses
    • Haunting now has a 2000 range
    • Call of the haunted now summons two spirits instead of one
    • Corrosion isn't considered a venom anymore
    • Instead of amplifying magical damage, dark accumulator now increases curse duration by 25%
    • Cost of dark accumulator was reduced by 1
    • Dark ascension reworked: now increases the amaount of dark energy gained by 2% everytime a enemy suffers damage, cost is reduced by 4
    • Merged multiple triggers, increasing performance
    • Zombie:
    • Increased damage by 1
    • Moved flesh shield hotkey to E from Q
    Raider:
    • Decreased movementslow of ensnare by 20%
    • Increased the cost of pillage upgrades by 1
    • Increased gold gain from pillage by 1
    • Removed Bonus bounty from plunderer but decreased cost by 1
    • Plunderer also increases chance to trigger pillage by 7%
    • Reworked Depredator: Makes destructive blade work on ensnared targets
    Creep changes:
    Night elven archer:
    • Decreased health regeneration
    Living flame:
    • Decreased health regeneration
    Skeleton warrior:
    • Decreased health by 4
    Flamespawn:
    • Decreased health regeneration
    • Decreased health by 1
    Shadowspawn:
    • Decreased health regeneration
    Kobold taskmaster:
    • Increase the movementspeed increase of the aura by 15%
    Snapdragon:
    • Decreased health regeneration

    Boss changes:
    Gnoll shaman:
    • Decreased base health by 30
    • Add a Mana meter for the storm circle-ability. Prevents the circle chains which could cause unavoidable deaths.
    • Can be affected by Feedback

    Reworked the Profession system:
    • Professiontrees can only be leveled to lvl 3
    • Professions can only have a single level
    • Removed all level requirements for learning professions and leveling professiontrees
    • Profession points are now only gained every 3 levels
    • Profession points are no longer gained through surviving bossfights
    • Rebalanced all professions. Every profession has the equivalent of 2-2,5 former profession points in that ability
    Reworked the following professions:
    • Achievement: Adds a complete level instead of gaining an amount of exp
    • Knowledge: Instead of giving every 2 levels points, every level now adds points to the hero
    • Devotion aura: now affects self; Requires additional Achievement now.
    • Veteran aura: now affects self; Requires additional Achievement now.
    • Alchemist: Instead of increasing buff durations by a fixed amount, now increases them by 25%
    • Shield bash: Instead of dealing 4 damage, deals damage equal to your attack damage





    Credits:

    Systems and triggers

    • Bribe for his GUI damage engine, unit indexer and isunitmoving systems
    • Blink Boy for the Ln-Function
    • Guhun for his disable system


    Models

    • Will_the_Allmighty for his "Shadow Golem" Model


    Icons

    • The_Silent for the "Devour" Icon
    • Peekay for his "Rainbow Negation", "Absolute" and "Absolute Enchanted" Icon
    • Amiguru for his "Demon Wall" Model
    • Marcos_DAB for his "Critical strike" Icon
    • Peekay for his "Catlike Reflexes" icon
    • Kingbdogz for his "BloodletV9" Icon
    • Kola for the "DemonSoulControl2" Icon
    • 4eNNightmare for his "FingerofDeath" Icon
    • MrGoblin for his "Beasttraining" icon
    • Blizzard for the "Shadow Rain of Fire" "Curse of Sargeras" and the "Mindsooth" (Anachron for the posting) Icons, and the icons of wc3 which i could recolour :)
    • Someone (Sorry, the readme-data didn't had the author of the recolor) for the "Shadowcoil"-icon (A Recolour of the blizzard icon)


    Other

    • -Kobas- for his Map Description Template



    Author's notes:

    I've wanted to create a survival map with a new twist on the genre. I was fed up to see blank survival maps where you could go full vamp/cleave/dps and call it a day, so i just said "Well, do it for yourself".

    The first thing that came out was a Map called Dark Survival (Epicwar-Link), which turned out be... well not greatly developed and full of bugs. So one year ago i started to make a remake. Still, now i'm confidend enough to go with it among the hive.

    I have to warn you though, builds are ment to fail in this game. Depending on the paths and build you choose, you can face the problem that you cant beat a wave at all (for example that you cant deal damage fast enough or are too squishy). On the other hand, abilities are quite focused. So many skills work on demons, undead or mechanical units, making adjustment and teambuilding important

    So if you have feedback, or time to test it, your opinion is welcomed! :)
     

    Attached Files:

    Last edited: Dec 2, 2018
  2. Directive255

    Directive255

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    Interesting. May give it a try
     
  3. Lord_Earthfire

    Lord_Earthfire

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    I allways appreciate feedback. I quite try to polish the map, so i'm eager to hear of any details you found that could be changed.

    I will also rework parts of the shadow priest and the zombie. I found some of their abilities to blank or lacking to keep.
     
  4. Lord_Earthfire

    Lord_Earthfire

    Joined:
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    Well now, Version 4.1 is up.

    this are just some small tweaks and content additions. They are more geared towards making the game harder for more than 1 player and overall polishing:

    Alpha 4.1:
    General Changes:
    - Living creeps now always drop corpses, with a lifespawn of 5 seconds.
    - Increased HP of units per player by 13% (Now the creeps got double hp in fullhouse)
    - Increased damage of units, depending on current player number (up to +30% damage in full house)
    - Removed powerfull and empowered standard weapons from the shop
    - Made magical and powerfull standad weapons upgradeable
    Hero changes:
    Zombie:
    - Reworked Corpse gatherer:
    - Increases the lifespawn of corpses instead of creating some, making multiple player stackable.
    - Increase the cost of leveling corpse gatherer by 2 skill points per stage
    Boss Changes:
    Ancient of Corruption:
    - Added a new ability: Acentral walk
    - Fixed a bug with amount of tainted wisps not scaling with player number
    - Made the willpower drain of field of sorrow depending on the current difficulty and increased the drain overall.
    - Increased attack speed
    Cold Maiden:
    - Added another ability: Summon water elemental (Every 5th cast)
    - Moved Frost meteor into the randomly casted spells
    - Made her casting spells more often
    - Lowered the cast point of ice nova by 0,5 seconds.

    Alpha 4.1a:
    General Changes:
    - Fixed some lines of code which could have caused fatal errors
     
    Last edited: Dec 29, 2016
  5. bear_369

    bear_369

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    The Grand Review Exchange
    I've played your map and only played the 1st stage of the map. Here's my opinions.

    • The gameplay is really fun to play.
    • The terrain is pretty neat. Maybe try to improve it a little?
    • You should consider on how the mushrooms will be beaten. They keep multiplying and get a chance to be stuck when destroying all of its projectiles.
    • When obtaining new levels and skill points, people may have a hard time to empower their hero while dodging the enemies' projectiles and even have themselves a small amount of time to empower their hero before the wave starts.
    • So far, I don't see any bugs which is good.

    Overall, the map is good and its fun to play but there's still some changes to do. Rating this to 3.5/5.
    Keep it up! :thumbs_up:
     
  6. Lord_Earthfire

    Lord_Earthfire

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    Thank you for your review :) . i look about some of the points:

    I have an eye on the right side. I dont like the blank mountain on that side. Its quite misplaced.

    Well, the mushrooms are a tough cookie. They need to be kited around the whole wave until at least all gnoll and skeletons are killed. Then they can be dps'ed down. I will probably tone their mana regeneration, so you got more time to kill them. Do you mean being stuck in the sense of collision or that you cannot kill them fast enough?


    The point is, increasing the time between the waves enlonger the game time artifically. I will probably add a function to decide how much time you got between waves.
     
  7. bear_369

    bear_369

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    @Lord_Earthfire
    Both. When I managed to spawn them tons of projectiles attacking me and kill them with an AOE spell, you'll be stuck by collision. Maybe try to add a limitation of how much they can spawn to the mushrooms?
     
  8. Lord_Earthfire

    Lord_Earthfire

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    Well, in fact, when you let them get to this amount, the round is lost and it should be this way. You cannot even kill 4 of them without them spawning new ones. Its about controlling them to the number of 2, when your dmg is high, 3. I can limit them to 5 mushrooms, but even then you wouldnt beat them when they get out of control.

    The mushrooms are like a test, since in the later rounds, you cannot win them if you dont analyse the enemies and priotize them properly. It was hinted with the farms, because they heal the targets, you should focus them first. The mushrooms are more "in the face"-style of this design, because when you let the first 1-2 spores hit you at the beginning, its more or less a lost round except when you kill the spawned mushrooms fast enough.
    The game is more or less designed around the principles of the "rogue-like" games. Everything is beatable if you have died enough to know what is coming against you. Keep in mind that some heroes are not able to solo the game, due to how they are made (currently only the shadow shaman, hes a pure supporter and highly focused against living enemies, making him bad against the undead and elemental ones in later rounds)

    What i can do is reducing the time for the spores to spawn, so you have more time to react properly. I also need to remove the collision of corpses, they tend to block people sometimes. I look what i can do there, though.

    Upcoming changes for the next versions:
    Balance:
    -Reducing of the health regeneration of some enemies in the cursed forest
    -Reducing of the mana regeneration (read: Spawn time) of the spore shrooms, making it increasing with the number of players
    -Reduce the movement speed of spores
    -Reduce the collision size of spore shrooms
    -Increasing the mana regeneration (Read: increasement of health) of water elementals
    -Make the "living unit" subtype: They suffer 25% more darkness damage but 25% less light damage
    -Add a modifier to the farms on nightmare difficulty: add a global life-regeneration aura
    -Make it more appearend what to do on the "ancient ritual" of the gnoll chieftain
    -Remove collision size of corpses and remove the SFX when they spawn. Also reduce their lifetime.

    General:
    -Add the GBS to the Map
    -Changed to stackability of multiple buffs
    -Adjustment on the terrain of the first area
     
  9. bear_369

    bear_369

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  10. Lord_Earthfire

    Lord_Earthfire

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    Well, i know that this type of design can lead to frustration. At the beginning it comes along easy, but you know just about nothing about the enemies, which become gradually stronger and complicated with progress. Games like "The Binding of Isaac", "Dungeon Crawler: Stone Soup", "Dwarf Fortress", "Faster than Light" and other rely on this design. (btw. 2 of these are free to play ;) ). You just get an edge by playing it over and over again to learn enough about builds and the enemies that it becomes masterable.
     
  11. Lord_Earthfire

    Lord_Earthfire

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    I made a new version. Sadly, i haven't got that much times because of exams, so only ballancing and reworking this time:

    Changelog:
    New item: Bloodstone
    - In the shop of the zombie
    - Empowered item, costs 900 gold.
    - Increase health by 7. Whenever you die, this item gehts a charge. Every charge increases your mana- and health-regeneration by 0,15 per second.

    Balance:

    Level Changes:
    Entrance:
    - Increased the area in which farms spawn, making them more spread out

    General:
    - Life upgrades give 1 additional health per level
    - Corpsed get their collision removed

    Item changes:
    Reworked Skull of the damned:
    - Renamed to Summoning skull
    - Instead of having a chance to deal more damage has an active, which makes it able to summon a spirit
    - Removed from the shop of the zombie
    Jade Ring:
    - Increases mana by 1 now
    Cannibal's Claw:
    - Increased damage by 2
    - Turned into a "powerfull" item, increased its cost by 300

    Hero changes:
    Thaumaturge:
    - Reworked essence chain:
    - Made it not dispell after the first instance of magic damage, but decreased the buff time to around the halved duration.

    Enemy Changes:
    Spore shroom:
    - Decreased their mana regeneration by 10% (Now need 22,5 instead of 20 seconds to spawn shrooms)
    - Reduced Movementspeed of the spores by 5
    - Removed the life regeneration from the shrooms
    - Reduced the collision size to a quarter of the former size (from 64 down to 16)
    - Spores doesnt drop corpses anymore
    Spectral guardian:
    - Reduced life regeneration by 33%
    Night elven archer:
    - Reduced life regeneration by 25%
    Shadow spawn:
    - Reduced life regeneration by 20%
    Gravejard ooze:
    - Reduced life regeneration by 20%
    Spectral watcher:
    - Reduced life regeneration by 50%
    Water elemental:
    - Increased mana regeneration by 50%
    - Increased health regeneration by 50%
    Farm:
    - Increased AOE of the heal by 100

    Boss Changes
    Infernal dreadnought:
    - Removed life regeneration
    - Changed the tolltip of the energy shield, giving a hint what to do on the bossfight
    - Gave the firespawn cannon a chance to increase its count, slowing down the enrage mechanic of the boss
    The curse manifested:
    - Removed life regeneration
    Gnoll Chieftain:
    - Changed the tolltip of the ancient ritual, giving a hint what to do on the bossfight
    - Ancient ritual creates special effects, giving a hint what to do on the bossfight
    Efreet:
    - Decreased the time between his skills
    - Decreased the attack speed by 0,1
     
  12. otariidae

    otariidae

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    Is poison supposed to deal what feels like 10x damage while in multiplayer? It feels like you missed a decimal point somewhere when accounting for multiplayer balance.
     
  13. Lord_Earthfire

    Lord_Earthfire

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    oh man, that was a dumb mistake of mine: any instance of damage should be multiplied by (1 + 0,1 *(#Players - 1)) when there is more than one player. I Instead made that every instance of damage is increased by that number. And since poson triggers like 7 times per second, any poison was amplified by 7 damage per second.

    Hotfix 4.2a:
    Fixed Bug:
    Instead of adding a flat amount damage to any instance in multiplayer, all damage get multiplied with that number.
     
  14. otariidae

    otariidae

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    My friend is saying the wave 15 boss gets stuck in the south wall when it charges at it.
     
  15. Lord_Earthfire

    Lord_Earthfire

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    That seems to be a collision issue. Which lvl 15 boss you are talking about? I think you mean the infernal juggernaught, but i look upon both of them.
     
  16. otariidae

    otariidae

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    He said infernal juggernaut.
     
  17. Lord_Earthfire

    Lord_Earthfire

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    I look upon it. I suppose i will have it fixed till the end of the next week. I wanted to add some professions either while i'm working on the Buff System im implementing
     
  18. Lord_Earthfire

    Lord_Earthfire

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    Just so you guys know, i am currently a bit entangled with real life, so i cannot keep up with the shedule i opened for myself. Probably end of this month everything will be over and i can make a new version. Feedback along the way would be appreciated!
     
  19. Vengyr

    Vengyr

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    Interestingly, we actually share some views on what survival-style maps should be - they should be about surviving, not slaying helpless mobs again and again. But, you took it the different (AKA more serious way), and it is cool to see what has turned out instead. My map has sort of similar idea behind, but executed in much more chaotic and "careless" way, ending up totally different.

    As for things I don't like, the map feels a bit "clunky". Dunno how to explain it better, but wish it could be a bit faster or something like that.
     
  20. Alxen345

    Alxen345

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    By the way those screenshots look, I'm sure the gameplay is badass! <3