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Jungle Dungeon v3.16

Submitted by JohnIsBack
This bundle is marked as approved. It works and satisfies the submission rules.

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Image by Dennis Chan

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Created by
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Jungle Dungeon is a co-op PvE adventure located in a large jungle, with random PvP Arena Battles and Boss-fights. Inspired by the raid format in World of Warcraft. You make your way through a labyrinth with your companions, growing stronger by time and reaching checkpoints. Strategy, teamwork and communication is key. You are in for an adventure.

Will your team be able to make it all the way?



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  • 14 Selectable Classes - Each class has different traits (Tank, DPS , Healer or Support) and 5 customized spells each, presented in polished tooltips.
  • Epic Boss-Fights and Battles - 4 bosses, 4 mini-bosses and many other mob battles.
  • Arena Battles - Togglable 2v2 PvP Battles, happens a few times during the run.
  • Life Difficulty - Selectable amount of lives for the run - Easy (20 lives), Normal (10 lives), Hard (5 lives) or Hardcore (1 life).
  • Modes - You can either play on Normal- or Challenger Mode, if you would like a challenge.
  • Adaptable Creep Difficulty - Can be set at anytime during a run. Useful if you are having a hard-/easy time or if a player leaves the game. Selectable difficulties - Classic (3 players), Expert (4 players), Master (5 players), Ancient (6 players) and Divine (7 players).
  • Checkpoint Rooms and Chapters - The map is organized into 4 different Chapters - Crabs, Turtles, Murlocs and Hydras. Each chapter has a few checkpoint rooms where you can heal up, buy items and use it (as the name implies) as a checkpoint.
  • Item Progression and Rarities - Every new chapter provides a new shop with stronger items. There are 4 item rarities - Basic, Rare, Unique and Legendary.
  • Item System with more than 100 Customized Items - There are 5 different types of items - Weapon, Armor, Accessory, Spirit and Consumable.
  • Loot system - Bosses, Mini-Bosses, Barrels and Treasures have a chance drop certain items.


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  • Beginners Guide - A guide for new players progressively introducing the maps mechanics.
  • Repick System - Every player has one chance of repicking into another class before reaching the first checkpoint room.
  • DPS- and Spellcast Display - Live indicators on damage dealt and the name of spell being used.
  • Achievements - Optional ways to challenge your companionship.
  • Rolling System - Opportunity to "roll" a number between 1-100. Useful in deciding who gets what while looting.
  • Recall System - An ability given to every player, making it able to teleport to the last checkpoint room.
  • Shared gold System - Every mob kill grants the same amount of gold to all players, Individual gold is received through drops.
  • Shortcut System - A shortcut opens when entering a Mini-boss/Boss room, which can take the player back to the room quicker.
  • Weather system - Random weather system that changes over time, can be turned on/off. There is also an ability to skip a certain weather condition.

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Terrain & Gameplay Screenshots


Picking area (v3.10)

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First Encounter (v3.10)

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First Boss Area (v3.09)

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Map Overview (editor) (v3.09)

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First Shop (v3.09)

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First Mobs (v3.09)

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First Combat (v3.09)

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Late Game Progression (v3.09)

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First Boss Perspective (editor) (v3.15)

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Classes


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Paladin
Intellegence based Healer/Support. A knight, wielding his great hammer and holy magic.
Spells include: Helping Hand, Holy Light, Storm Hammer, Inner Fire and Greater Bash.



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Commander

Strength based Tank/Support. An experienced captain wearing strong armor. A true leader of the companionship.
Spells include: Execute, Command Aura, Aggro, Heavy Armor and Leadership.



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Samurai

Agility based DPS. A quick fighter, slicing his sharp blade in and out of enemy bodies dealing a lot of damage, whilst combining it with other ways of weakening his foe.
Spells include: Acid, Critical Strike, Shuriken, Alacrity and Bladestorm.



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Warrior
Strength based Tank/DPS. A barbarian, crushing enemies with his great axe and brute force.
Spells include: Ground Smash, Rage, Warcry, Cleave and Crushing Blow.



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Ranger

Agility based DPS. A mysterious elf, with increadible precision and focus.
Spells Include: Track, Arcane Shot, Evasion, Marksmanship Aura and Splitshot.



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Vampire

Strength based Tank. A hunter in the night, stealing the life of the living and crippling them with fear.
Spells Include: Full Moon Armor, Devour Magic, Devil's Grip, Bite and Reversed Lifesteal.



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Giant

Strength based Tank. A huge creature with stone skin, hitting hard whilst being resistant.
Spells Include: Howl of the Valley, War Club, Stomp, Hardened Skin and Roar of the Mountain.



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Sorceress

Intellegence based DPS/Healer. A female wizard, making elements of ice and fire into both direct and AOE damage.
Spells Include: Frostbolt, Flamestrike, Ignitable Slow, Healing Rain and Polymorph.



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Necromancer

Intellegence based Healer/Support. A dead shade, weilding magic of death to provide and enhance the living.
Spells Include: Banish, Spawn Tentacle, Spare Parts, Mana Essence and Death's Apprentice.



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Assassin
Agility based DPS. A swift thief, surprising her foes from the shadows.
Spells Include: Pickpocket, Fan of Knives, Stealth, Duelist and Combinations.



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Shaman

Intellegence based Healer. A witch doctor, wielding voodoo to bring his companions together or control his foes.
Spells Include: Healing wave, Hex, Shackle, Forked Lightning and Healing Ward.



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Druid

Intellegence based Healer. A master of natural medicine, wielding nature through his staff.
Spells Include: Entangling Roots, Rejuvenation, Cyclone, Tranquility and Nature's Touch.



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Battlemage

Intellegence based Tank/Healer. A blood elf hybrid mage, wielding magic to become more durable.
Spells Include: Mana Burn, Motivation, Mana Drain, Knowledge and Mana Shield.



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Warlock
Intellegence based DPS/Healer. A demon from the underground, raining chaos upon his enemies.
Spells Include: Rain of Fire, Summon Imp, Firebolt, Meteor and Unholy Frenzy.



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Item System


In Jungle Dungeon their are 5 different item types with 4 different rarities. Most items are bought from shops or dropped by bosses. You can only have one item type at the same in your inventory, except from consumables - where you can have as many as you like at the same time. Rarities give you a sense of how good the item is in comparison to other items, but don't matter in any other way. Some items can only be acquired through drops.

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Weapon: Offensive items - (Swords, Daggers, Staffs etc.)
Armor: Defensive items - (Shields, Helmets, Cloaks etc.)
Accessory: Property/Active items - (Emblems, Tokens, Objects etc.)
Spirit: Aura items - (Brilliance, Devotion, Endurance, Unholy and Vampiric)
Consumables: Consumable supportive items - (Potions, Scrolls etc.)


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Basic - First Item Tier (Chapter 1)
Rare - Second Item Tier (Chapter 2)
Unique - Third Item Tier (Chapter 3)
Legendary - Fourth Item Tier (Chapter 4)



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Discord
Discord: [Jungle Dungeon Community]

- Find other players to interact- and play the map with -
- Know when the map gets hosted -
- Leave feedback, suggestions and report bugs -
- Get sneak peaks and test new patch updates before release -




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Map in numbers

- Total Units: [383]
- Doodads (Trees/Destructibles): [
2122]
- Doodads (Other): [
3585]
- Regions: [
111]
- Triggers: [
428]
- Variables: [
122]
- Sounds: [
84]
- Custom Objects (Total): [
164 Standard, 481 Custom]
- Custom Units: [
22 Standard, 168 Custom]
- Custom Items: [
13 Standard, 114 Custom]
- Custom Abilities: [
96 Standard, 189 Custom]



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Change Log


Version 3.16


Added:

  • New Mode selection: "Normal" or "Challenger". In "Challenger Mode" you lose 50% gold upon dying and the bosses have extra abilities.
  • Descriptions now shows if the ability is passive or not
  • More detailed descriptions of classes in the "Class Information"
  • A new command for Arena for (Player 1 red): -arena end. It kills random unit in the arena and it can be used during the fight. Useful if a fight is taking for ever or if people are trolling.
  • Shortcuts for mini-bosses.
  • Added quest rewards
  • Added the ability "Leadership" to the Commander.
  • Mini-Bosses now have proper names: Hilda, Dino, Aegir and Botan.
  • Added the "Map in numbers" section to the map description.
  • the quest "Underdogs" now include beating mini-bosses on higher difficulty aswell.

Removed:

  • More than 50% of Barrels, so you don't have to kill so many and get too much loot.
  • Removed Commander "Spell Steal" ability

Fixed:

  • The spells Warcry and Full Moon Armor no longer removes each other.

Changed:

  • Increased the guard- and return distance of mobs on the map. Making it harder to pull and leach them.
  • Starting gold increased from 15 to 20.
  • Tome of retraining now costs 30 gold instead of 50.
  • Increased Sorceress slow cd from 7 to 10 secs.
  • Decreased the Druids rejuvenation cd from 7 to 5 secs.
  • Nerfed Bloodmage mana shield: It now blocks 10% less damage and cost 1 more mana per hp blocked.
  • Commanders aggro aoe increased from 300 to 375.
  • The end screen last for 5 minutes instead of 2.
  • Accessories now give balanced health/mana for it's rarity.
  • Changed the Vampires "Full Moon Armor" so it now only affects himself + visual upgrade.
  • The mini-bosses "Hilda" and "Dino" now has 5/10 less base attack damage.


Version 3.15


Added:

  • The map now has an official discord channel

Removed:

  • Some "camera pan" triggers that might be causing desyncs

Changed:

  • PvP Arena Battles now starts disabled (can be turned on via commands)
  • Added mana/hp reg to the basic pendants, and they now cost 15 gold
  • Rescaled the new casters mob abilities
  • Further polished map description


Version 3.13


Added:

  • 6 new drop only items
  • Info pedestals in the picking room, so you can read about the different classes traits and spells
  • Weapon/armor drop to first mini-boss
  • Some new abilities to "caster" mobs
  • Sound effects to mini-bosses

Removed:

  • Some more unnecessary mob groups
  • Some sound effects

Fixed:

  • Remade Life lost system - now works if you die simultaneously as someone else
  • Fixed the "explosives" quest so you can now actually find all the barrels
  • Some item description has been rewritten

Changed:

  • Many visual text message effects, so they look more polished
  • Further polished some terraining
  • Further reduced the boss abilities, so they won't hit you as hard if you get unlucky rng in boss battles
  • Polished the map description on the website


Version 3.10


Added:

  • Custom UI for game panels, exp- and hp bars
  • New Quest: Explosives

Removed:

  • Some unnecessary mob groups
  • Unnecessary floating text in hero picking room after a while

Fixed:

  • Altars in respawn room no longer gets you stuck
  • Some text and messages issues
  • Some sound issues

Changed:

  • Opened up the map layout around bosses and mob-groups so it don't feel as cramped
  • Polished terraining - especially with rock and grass.
  • Balanced boss fights - reduced the flamestrike ability damage and decreased the mob spawn rate
  • Various Icon changes - including the change from lumber to "spirit essence"


Version 3.09


Added:

  • Added Mini-Bosses
  • Remade loot drop system
  • Reduced number of non-boss mobs
  • 18 new items - only available through boss drops
  • Added classes Warlock and Battlemage
  • Hud for showing lives (instead of food)
  • Quests
  • Further Terrain facelift
  • Shortcuts from checkpoint-rooms to bosses, when the particular boss room is reached

Removed:

  • Reduced number of non-boss mobs
  • Removed following items: Diamond
  • Removed all custom models

Fixed:

  • Mini-Bosses can no longer be pulled, they will reset like regular bosses.
  • Scaling and balance on some of Commander, Warrior and Paladins abilities

Changed:

  • Difficulty adapt system is now manually handled by host (Player 1 red)
  • Scaling of boss abilities and spells increased
  • Returned the XP balance system to the previous for balance



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Special thanks

  • Testers giving feedback on the Northrend servers, prevailing even if bugs or desyncs occurred. You are all a part of this.
  • All the guys joining back into wc3 after years away, you keep the game alive.

Also thanks to


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Author's Note

Been working hard on this map over the last couple of months, testing it regularly and this is what i have got done so far. Feel free to leave feedback, rate and comment. Open for suggestions on improvements :) See you on the battlefield! /JohnnyBoy
Contents

Jungle Dungeon v3.16 (Map)

Reviews
deepstrasz
Please specify all names of people whose resources you've used, not two names and then dots. You can use this to write a proper list: Resources in Use by Jungle Dungeon v2.04b | HIVE Awaiting Update. If you want more reviews, you should participate...
  1. BotLoot

    BotLoot

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    Played this map a while back few times. I really liked it. It is pretty simple in some matters, like Hero design or items but I liked it since it was well made. Enemies are really hard in my opinion so it´s a challenge dungeon (I would call it a Raid from WoW for 3-6 players) where individual player mistakes usually cost the lives of group.

    Arena fights happen like events during dungeon and it is really cool.

    There are some things i disliked: I would like to see more DPS/Healer classes and maybe reduce the cost of Tome of Retraining (It was 50g if I remember).
    And maybe more paths, some more freedom in movement (I mean possible direction/paths of exploring), I dont know.
     
  2. JohnIsBack

    JohnIsBack

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    Thanks for the feedback BotLoot! Really appreciate it. :)

    I want to adress some of the things you commented on.

    - More characters is something i would like to implement and something that is valuable for making the game unique over many playthroughs.

    - The explanation for Tome of retraining costing "a lot" is that i want players to think about the points they put into certain skills. Not just be able to switch in between certain paths of skills at any time without paying for it. 50 gold might be overkill overall, but not when you consider lategame. I want the retraining to be a chance to change up your gameplay not feel like the skillpoints placement don't matter. But thanks for commenting on it and i will have it in mind for the next patch.

    - About the pathingsystem: I know it's not a labyrinth by definition and it is very "guiding" in it's layout. The problem is that the way it is made right now is integrated in the way the map works. If i open other paths you still have to kill all the mobs before the next checkpoint room. Also I'm aware that the map is quite cramped right now and i would have liked to give more space for exploration. The problem you are adressing, that i also see is that exploring is not free here, it's exploring a certain path, and im not sure i will be able to solve that without some bigger changes to how the map is played. But i will have it in consideration and think about ways to enhance the "exploring factor" within the gameplay as it is. It might not be paths in particular, but maybe something else? open to suggestions and glad you liked the map in generall :)

    /JohnnyBoy
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

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    Please specify all names of people whose resources you've used, not two names and then dots. You can use this to write a proper list: Resources in Use by Jungle Dungeon v2.04b | HIVE

    Awaiting Update.



    If you want more reviews, you should participate in the The Grand Review Exchange!

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    EDIT:
    1. -the optional quests title cannot all be seen.
    2. -you should make a way for players to know about a hero before choosing one. Either by text message when you gt near or even better by making the heroes be shared with all players so they could just look through their ability menu and read about them.
    3. -that gate takes almost forever to destroy.
    4. -why two identical shops near each other? You could just make items have more stock instead.
    5. -you should/could hide the hero selection zone after everyone chooses a hero (ingame player number dependable). Also, the floating text should also disappear.
    6. -funny thing: you've used the lobster (makrura) model for a creature named crab instead of using the crab model. The little neutral passive unit which has a crab model is also named crab.
    7. -Bite can be used on gates/destructibles :D
    8. -does lumber serve any purpose? If it is still lumber, why change the icon; if it's something else why let it called lumber? Alright, it's after you kill bosses. You should rename it to boss points or something.
    9. -you could have changed the entire UI too if you decided to change the command card icons; just saying.
    10. -is it supposed to be constant night where creeps sleep and can be taken by surprise?
    11. -the fact that you can return to heal each time before the next "waypoint" makes the game somewhat duller considering the whole map looks the same and the game is pretty much an old style Warcraft III RPG where you kill units on the map during their sleep.
    12. -for 7 players it's cluttered even with two-three tanks and the rest ranged. I mean movement is like trying to traverse a tight catacomb tunnel.
    13. -not entirely sure but I destroyed a treasure destructible and think there was a tome of strength +50 that actually gave 5 or so.
    14. -Devil's Grip actually teleports than pulls the target or the vampire has such a pulling force that the targets reach the speed of light.
    15. -enemies are pretty much Warcraft III creeps.
    16. -Bite stuns even if for mere milliseconds.
    17. -avoid playing music tones through the sound channel. Use Play Music instead of Play Music Theme.
    18. -it was written that after every boss you get better items but in fact you start getting them after the second boss (Jaws). Or the pre-bosses are mini-bosses?
    19. -since the creeps sleep at night, they might drawn out and some of them remain sleeping farther form the initial point.
    20. -interestingly, no ultimates.
    21. -I guess, during a boss fight, some heroes can go back to heal and return while others exchange the boss arena?
    22. -do boss items drop for each player or for all at once, it being one loot?
    23. -quests are actually achievements.
    24. -after killing the murloc commander there appeared a green magic shield FX like on dead bosses but there was no loot.
    25. -reaching the two murloc commanders the green magic shield FX appeared on them when my hero got near but they were still sleeping. The FX remains on them (their position?) after they die.
    26. -reaching the three murloc commanders only the one in the middle had that FX after it was killed.
    27. -you can use the legendary accessory relic on any item accidentally. A floating text with the line Scepter of Healing appears instead of the items name.
    28. -what's the point of the endmap boss loot?
    29. -no max level?
    30. -I doubt my mom would be happy I finished any computer game.
    31. -you could change the colour of the "deals n damage to summoned" to something else than yellow so it won't look awkward with the level x nearby it.
    32. -ambient sounds are quite loud.

    It's a nice old fashion Warcraft III RPG with some new systems in but in the long run it's the same thing repeatedly especially the map layout.

    Approved.
     
    Last edited: Feb 8, 2019
  4. JohnIsBack

    JohnIsBack

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    Thanks for the indepth analysis and for trying the game out. Happy for all the feedback, even though i some time dont know what you mean. So i decided to give my comment/respons on the things you mentioned that i hope you can elaborate on or explain to improve the map. (i suppose you tested v3.09 - the current version)

    1. For me, i see all the Quest titles (fully), if there is not something im missing.
    2. This is actually intended, to make people curious about playing other classes. Not to able to check everyone out before the game even starts. Also a reason why there is only one repick available. The floating text gives a hint, and you can repick ones if you dont like it untill checkpoint-room 2.
    3. The Gate takes ''for ever'' at first so players dont rush away to fast before the rest of the players have done their picks. Pretty fast you have higher dmg and kill gates faster.
    4. Im guessing you are saying that about the arena setup room? It was my solution to tight space and limited radius on the shop range (due to the same shop is used in check-point rooms. Nice input though, never thought of that before.
    5. Thanks, i was thinking of doing that. I don't know what you mean by "(ingame player number dependable)" however.
    6. Yea the other crab model is so bad xD. Makura looks nicer, guess i could call them lobster or prawn instead, just never thought of it. Nice input.
    7. Thanks il fix that.
    8. Nice idea, but it works as lumber aswell right? or is it really unappealing because it is called lumber?
    9. I don't know how to do that (never thought of it), just thought the command buttons were fitting, so i added them.
    10. The night is intentional. I want players to be able to "setup" before a fight start, so everyone can be in position when it begins.
    11. Well, would you like it more if i made it impossible to get back and heal when you entered the room? Never thought of that.
    12. "traverse tight catacomb tunnel" - Kinda the feeling im looking for. Jokes aside, yea, its cramped. Tryed resolving it by reducing model size and collision. Thanks for pointing it out.
    13. It was most likely a "manual of health +50"
    14. Yes, im not that experienced in making custom trigger spells. Should i rename it teleport instead? Just wanted it to fit the class.
    15. Yes. Would you like anything else instead? suggestions?
    16. Yes it's based of storm bolt, will be removed, thanks for feedback. (same goes for some other spells that i will fix.
    17. So music theme goes thorugh sound channel, did not know that. Thanks.
    18. Yes it's a mini-boss, will clarify that (every mini-boss is followed by a Boss)
    19. Dont know what you mean by this? The probably aggrod from the other side of the wall? or got replaced when you toggled difficulty?
    20. Yes. (technicaly Ranger has a "ultimate") Not sure if this is good or not, but thats how it is. Interesting indeed.
    21. Thats true. If you feel like leaving the boss fight and leaving you friends alone with it, go ahead. The shortcut is mainly used for people not having to run all the way back to the Boss after dying or recalling. Since you stil loose lives i dont think this is a huge issue. More of something luxury for the player.
    22. The mini-boss/Boss drops 1 item (weapon/armor) once. Not for everyone. That would be very imbalanced. Then i could delete all the shops. You give the item to the person it fits the best or "-roll" about it if more people want it.
    23. Which is stated above the "quest/achievements". (Couldn't you say it's the same thing to some extent?)
    24. Because they are not bosses. It is their magic shield, which goes away when the unit decays.
    25. Same as last, it's trigger based and gets put on them when you target them with an attack.
    26. I have no idea why that is.
    27. Fixed. Thanks.
    28. Rewards i guess. Would feel bad not giving anything other than a portal key after the FINAL Boss is defeated. But you are right, it might be unnessesary.
    29. Max lvl is 30 (can see in hero picking room). Which is rarely reached.
    30. She might be happy you got out of your room being social :) Atleast my mom used to like that :S.
    31. Did not think of that, il look into it.
    32. True, i think my sound settings are pretty low when i test. Il tune it down a bit.

    The complaint about the map progression being linear, and repetetive is something i have been working on during the last patches. Adding Mini-Bosses, item progression, Drop-only items, fissures that shot fire (for the lulz) etc. The problem i'm having is that i cant see any simple solution without completly remaking the design of the dungeon. Which i'm not willing to do, cause i still like the layout now. Some have said try to make more paths and freedom of choice in movement. But you still have to kill all the mobs in room get to the next, does it really matter how you get to them? This way you know you wont miss anyone around a corner.

    If you have any suggestions on what i could do to improve the map and not make it feel to repetetive, please do. I wan't to keep the layout with rooms and checkpoints so no huge gameplay changes. Just features, systems, things, whatever.

    Thanks Again for leaving detailed feedback!
    Hope to hear back from you soon deepstrasz. Your doing the community a favor.
    Best wishes /JohnnyBoy
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    I mean you know the yellow Optional Quests title which you changed to something else. I can only see the first line/row. I'll take a screenshot if we still don't understand each other. Also, I played the map on 1.29.2 so maybe in 1.30+ the UI issue was fixed.
    It's actually "forever" :p
    I mean, after the total number of players in the game choose their heroes. So if only 3 players are playing, the trigger will detect the max as 3 and not 7.
    Yeah, it's a bit confusing especially because you changed the icon. Might be me though. By the way, did you also change the icon to that box when you buy the items? I don't remember.
    Here's an example of custom UI: Gothic Minimalistic UI Widescreen
    You can find many more here: Skins | HIVE
    This one has more details on how to integrate one: Obsidian Desert UI
    I guess, depending on the difficulty? I mean players should almost like calculate their way through a zone. I think, at least you should not leave creeps with low HP if they are not being damaged anymore, like with bosses.
    No, it was just a joke. About custom spells: Spells | HIVE
    Well, diversify them more. I think everyone will be tired of killing fish and crustaceans. Try triggering their spells, diversify their spells, don't let most creeps have the same spells like Curse or Slow or I don't know. Be a bit more creative, play some newer RPG maps here or games and get some ideas.
    Base them on Channel instead. You can choose the order id (which means it can be like a Storm Bolt or Curse, so on) and trigger the damage and FX through triggers.
    Ugh, my English sucks sometimes. I meant that you can attack a group of creeps then run away a little while they follow you and it can so happen that some of the creeps don't return to their initial place and start sleeping somewhere on the way back.
    I mean it can be abused. A hero goes to regenerate, returns to the boss fight, another leaves to do the same and so on.
    Well, usually optional quests give you something in return to make your main quest(s) easier.
    I feel as if you lose on some hero spells because of not being able to reach the max level, something like how in games like Diablo II you can only choose some spells and not all because you'd have to start a new game with the same character class to choose the other spells instead.
    I think it's about just making the game have more dynamism, you know maybe fight some enemies with siege range and you'd have to move through a field to dodge, anyways, being cluttered all the time, isn't really fun. It's like working in the sewers all day long.
    Please use the green Edit button at the bottom of your posts and add text there instead of writing one post after another of yours unless it's an important update.

    Hey, I usually write about what needs "fixing" so that creators can improve/enhance their work.
    The map is quite fine. What I've learned is that playing other stuff, different than what you ordinarily like or are inclined to, is a key in increasing your creativity and analytic thinking. So, I'd need some time to write something step by step on how/what to implement.
    Make use of the space you have, especially the empty one, that which serves no other purpose than to be a waiting time for the heroes to reach their destinations. Make more traps, maybe some mini-puzzles, different type of enemies than creatures or even units (say, you'd have to figure out how to get past a door). Just get inspired and let time give ideas to you. There's no hurry and it shouldn't be because then haste would distort the work.
     
  6. Achmed159

    Achmed159

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    please fix the Red ( host ) respawn place if u dont use rally point your hero can get stuck .... recall spell dont work from respawn place so i needed my frend to come and destroy the tees for me in order to get out if not for his help we cud all rmk the game for that reson....
     
  7. JohnIsBack

    JohnIsBack

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    Thanks for feedback, will be fixed in the upcoming patch.
     
  8. Achmed159

    Achmed159

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    hope u gona post the next version fast i want to win the map :)
     
  9. JohnIsBack

    JohnIsBack

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    New version comming out in a few days. :)
     
  10. Xylion

    Xylion

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    I suggest that you make resurrection happens with a trigger so you don't need one altar for every player.

    The map seems cool, gonna try it with friends soon!
     
  11. JohnIsBack

    JohnIsBack

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    Thanks for the feedback! That might be a change to keep in mind for upcoming versions. However i think the altars look quite badass, and it shows your teams resources.

    Please tell me how you'r experience of the game was if/when you try it. I'd be delighted to hear about it :)
     
  12. deepstrasz

    deepstrasz

    Map Reviewer

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    'm not sure how you're doing it but I was referring to the hero selection zone to become hidden/fog of warred after all players choose their heroes, regardless if they are a total of 3 or 7.
    Yeah but if you want to max some/certain spells out, then you'll not have a hero with 4 spells.

    Also again:
    Please use the green Edit button at the bottom of your posts and add text there instead of writing one post after another of yours unless it's an important update.
    Site Rules
    You can copy from one post to another that way.
     
  13. T77df

    T77df

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    Don't know why but this remind me Maze of Minecraft Twilight Forest. :\
    You guys surly have to try it.

    I don't know why but my three favorite games have craft in their name
    Warcraft - Starcraft - Minecraft :\

    Edit: You've got different classes in your game i'm suggesting to put different race or skin for each class. That will allow players to pick same class at time.
    For example for Assassin you can use:
    Warden and Derivatives
    Now 4 player can play Assassin at same time. ((Its required MUI spells!))

    It is just an idea :)
     
    Last edited: Feb 14, 2019
  14. JohnIsBack

    JohnIsBack

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    Cool! I have not tried that.

    I guess the classes now work more like characters, meaning you can only have one of each in your composition. The reason for that is to make the game balanced and make the player feel like its having a unique role. I like the idea of adding differnt skins and i have been thinking about making each class have a second decision of path. Meaning that an Assassin can choose between(for example) focus more on utility/spells or raw phys damage - by getting Another character of that class with maybe some other skills. Just a thought at this stage though.

    Thanks for leaveing feedback! and hope you enjoyed it!
     
  15. BotLoot

    BotLoot

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    I want flying (normal) Sorceress not the Jaina Sorceress skin, if you are going to make skins.