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Legendary Heroes 2.2fd

Submitted by Banti
This bundle is marked as approved. It works and satisfies the submission rules.
---------- User who uploaded map Presents ----------

Legendary Heroes(Single Player)
Created by Banti

Map Info:

+Choose 2 from 22 heroes
+Complete side quests and defeat Demon Lord
+New custom spells and abilities
+Most of the items stacks
+Pack Horse who can carry items for Heroes (to get him you need to complete main quest from Edgar)
+Storage for alchemy ingredients and crafting items inside the shops
+In game weather (fog and rain)
+Racial abilities like incorporeal creatures are hard to hit by normal attacks
+Custom music
+Custom models and icons
+New custom monsters and neutral critters
+Heroes can craft items, traps and throwing nets on crafting workbench
+Heroes can create potions on alchemy table
+Hotkeys for using abilities and skills
+Every Hero have special abilities for use additional to spells
+Heroes can make camps to restore hit and mana points
+Altars can revive and teleport Heroes
+Upgrades for Heroes in Alters
+Skipable cinematic by pressing Escape (recommended to wait 2 sec. before pressing due to numbers of triggers and jass systems)
+Maximum Heroes level is 14
+Custom UI
+changing difficulty by typing in console normal, hard or insane

Screenshots:

Screenshots

In Game Screenshots
1
[​IMG][/IMG]

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[​IMG]

3
[​IMG]

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[​IMG]

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[​IMG]

6
[​IMG]

7
[​IMG]


Change Log:
Version 2.2

Added:
  • new custom models and icons
  • add quests requirements description
  • improved main quest and some other side quests
  • increase maximum heroes level to 14
  • more side quests
  • hiding environment and some other dodats to preserve memory
  • new custom monsters
  • new custom neutral critters
  • new heroes
  • improved terrain and fog effect
  • improvement in stability by adding destructive hidder
  • triggers improvement to increase speed and stability
  • new models of towns
  • 2 enterable dungeons and custom music to them
  • enterable shops
  • heroes can make camps to restore hit and mana points
  • new crafting items
  • new permanent potion and exploding flask to make
  • new crafting ingredients
  • heroes can make traps and throwing nets on crafting workbench
  • some new heroes abilities
  • heroes can carry more items
  • change in heroes stats and specials

Removed:
  • some old Heroes
  • some models and icons

Fixed:
  • that starting heroes could be attacked and killed
  • late game lags due to numbers of destructive and dodats
  • balances in heroes abilities


Version 2.2a

Added:
  • skipable cinematic by pressing Escape
  • improved dialogs thanks to robizeratul
  • new spell Warcry for Dwarf Warrior with new icon
  • new spell Bestial Rage for Monster with new icon

Fixed:
  • circles of power are smaller
  • some hotkeys
  • reduce numbers of crafting ingredients and herbs
  • that Dwarf Warrior had 7 Lvl on start
  • possible issue when entering dungeons
  • hint in Find Eomer Quest
  • incorrect damages for some spells
  • info about boss duration for electro shock
  • incorrect information that Shadow Warrior had 3 ilusions on 4 Lvl

Changes:
  • Dwarf Warrior have Warcry instead of Axe Throw
  • to some fonts colors
  • Monster have Bestial Rage instead of Deep Wound
  • more info while loading map
  • more info for dark bolt and fire bolt
  • Dark Reaper have Cry of the Dead instead of Deep Wound
  • Dark Priest have Soul Burn instead of Darkbolt
  • Darkbolt can hit all enemies in straight line instead of dealing more damage
  • Archmage have Forked Lighting instead of Chromatic Orb
  • Sorceress have Chromatic Orb instead Frost Bolt
  • Ice Fury dealing damage and slows enemy units instead of just dealing damage
  • balances in damage for some spells
  • shorter duration of Impale on bosses
  • increase duration on bosses for Chromatic Orb and War Stomp
  • Spear of Darkness is more effective in levels
  • Demonic Book can't cast Soul Burn


Version 2.2b

Added:
  • Heroes skills and abilities can be checked when clicking on them
  • new icons and description about combat and skills when checking the Heroes
  • Witch Doctors which selling retrain tomes, traps and specialist items
  • Big Bang Vodoo scroll can be purchase
  • respawn of monsters in some areas after longer time
  • information in game about using alchemy workbanch and crafting workbench
  • Revive Quest which giving information how to choose the Heroes

Removed:
  • Heroes introduction hints

Fixed:
  • pathway in murloc's region so Vrykuls can't be avoided
  • that spiders could spawn from behind spider eggs
  • dialog in Bandit Lord Quest

Changes:
  • Warcry is not giving bonus to armor anymore but have increase damage
  • the Heroes with int/str/agi are moved to this same sides which makes choosing easier
  • Necromancer have dark ritual instead cripple


Version 2.2c

Added:
  • changing difficulty by typing hard, insane or normal in console
  • Heroes can get pack horse after complete main quest from Edgar
  • research upgrades for heroes in altars with new icons
  • new inventory system for heroes (Heroes can use 6 items instead of 4 but can carry maximum 12 items with new icons)

Fixed:
  • hotkey for using spear of darkness
  • probability to showing hints twice
  • not showing projective models for fire elementals on lower levels
  • resynchronize problems (waits change for countdown timers)
  • resynchronize problems with taking reward for quests (I used too many variable, I reduce the numbers and shorter triggers for better efficiency)
  • probability to take quest twice

Changes:
  • Heroes special abilities can be found in Special Actions and Abilities (where camping and taking quests)
  • improvements in triggers performance
  • Mage of the Phoenix Order have purge instead of Fire Magic Mastery
  • updated description for lycantrophy


Version 2.2co

Fixed:
  • hotkey for using bagback
  • delete spawning (countdown timers could make wrongs in quests, maybe in next version
    I will put spawning system in use)

Changes:
  • Units can hide quicker in the night using hide ability


Version 2.2d

Fixed:
  • that camera was zoom in when leaving elven blacksmith

Changes:
  • new icon for berserk
  • new icon and model for immolation
  • change model and icon for life drain
  • change model and icon for blizzard
  • new model for smite evil
  • dragon blood is no longer random
  • change model for warcry
  • change model for slow poison and spider lord paralyze poison
  • frost armor is called frost shield now. Also change model and icon for frost shield
  • change model for war stomp
  • dark reaper have dark souls instead of desoul
  • Lasher have whip strike instead fan of knives
  • Reduce time for spell spider coccons
  • new model for stun


Version 2.2e

Fixed:
  • lettering for Dark Souls
  • lettering for divine aid
  • wrong icon for berserk buff

Changes:
  • new model for scroll of protection and magic armor effect
  • Dark priest have storm of darkness instead of desoul with new models and icon
  • Archmage have tornado with new icon instead of implosion
  • change model for warcry buff
  • change model for divine aid buff
  • improved flooring in the shops


Version 2.2eo

Changes:
  • Necromancer have plague instead of cry of the dead
  • level requirements for tornado


Version 2.2f

Added:
  • new hero farstrider hunter
  • add information about boss duration for water elemetal bash
  • add in game information for necromancer's undeads: zombie, skeleton warrior, ghoul, and wraith

Fixed:
  • that portrait of the Heroes wasn't showing during the dialog with the witch
  • small corrections in dialogs and corrected dialogs with Edgar
  • paths blockers in some places (now you can sell items using pack horse without any problems in Riften)
  • incorrect showing levels for hotsile water elemental

Changes:
  • a little reduce minimum and maximum damage for Dryad and Arcane Archer
  • icon and model for monk mana shield
  • increase cooldown for acidbolt and increase duration on bosses
  • arcane archer have trueshot as ability instead of ensnare
  • icon for murgul blade poison
  • Cry of the dead cost 90 mana. last 25 instead 22 sec. but cooldown increase by 5 sec.
  • necromancer plague cost 90 mana instead 70 and increase cooldown by 5 sec.
  • reduce hostile water elementals stun time
  • icon of workers for pack horse and information of wisps for Pack Horses
  • summoned higher levels water elemental can stun bosses for short time
  • that camera will move to the shops for entering and leaving shops for normal units


Version 2.2fa

Added:
  • in game information about undeads for giant skeleton warrior(desoul) and spirits of vengeance
  • rays of light for druids location and for some other locations
  • in game info for leather armor that can be used to create studded armor and armor of bestial strength
  • add exclamation mark next to samantha for troll prisoner quest

Fixed:
  • hotkey for pierce strike(strider)
  • some path blockers
  • that was posiible to talk to samantha thorough the cage and her movements after dialog
  • that was impossible to make armor of bestial strength(bear pelt is not required anymore)
  • description for dragon blood
  • remove decaying animation for dark blade model to fix graphical anomalies
  • incorrect name of incorporeal (it was eternal) for wraith(necromancer)
  • incorrect name of in game snare model
  • incorrect name for pierce strike(strider)
  • making path through the forest after destroying boxes in bandits camp
  • fonts in some dialogs

Changes:
  • Leather armor is required for armor of bestial strength instead of leather
  • reduce duration of lycantrophy in higher levels
  • description for hero armor and heavy armor
  • Only dwarf warrior starts with spell damage reduction and rest of the Heroes don't
  • alchemy and crafting workbench does not uncover map
  • increase cooldown for throwing nets
  • increase cooldown and duration for ensnare(strider) and web(spider lord)
  • pack horse can carry 8 more items
  • more detail description about using backpack
  • description for lycantrophy


Version 2.2fc

Added:
  • green lights next to the herbs to more easily find them

Fixed:
  • description for buff Magic shackles
  • some letters in abilities
  • that starting location, dungeons and shops were uncover on the map
  • that some of the cameras in the shops were center the view
  • that one of the custom models was doing echo
  • that some cameras before entering the elven shops were still zooming(now it should be fix)
  • reduce in map size by deleting some custom music(it should fix the problem that Iove_toto88 mention)
  • description of poison gland

Changes:
  • Elementals have reduce attack range to close range
  • model and icon for Arcane Archer
  • model and icon for Necromancer
  • increase duration of incineration on bosses for firebolt spell on 3 and 4 level
  • reduce time of incineration for fire elemental firebolt spell and add info about duration on bosses
  • add animation when Fire Elemental is casting firebolt
  • change default command buttons icons for custom one
  • change backpack icon
  • time frame model
  • change loading screen
  • change preview screen
  • balancing in crushing wave (water elemental spell)
  • default spell casting area art


Version 2.2fd

Added:
  • introducing spirit points
  • info about spirit points
  • info when the heroes receive spirit points
  • the heroes can buy spirit points from witch doctor
  • more upgrades in Altars
  • altars can cast more spells

Fixed:
  • level balancing in spirit wolfs

Changes:
  • forked lighting icon
  • chain lighting icon
  • fireball icon
  • mana burn icon
  • entangling roots icon
  • evasion icon
  • dwarf bash icon
  • tranquility icon
  • healing wave icon
  • animate dead icon
  • icon and model for soul burn
  • change effect model for animate dead and raise undead warrior
  • reviving the Heroes costs spirit points instead of gold
  • witch doctors are in the towns instead of outside the towns
  • some of upgrades in altars are improved
  • talisman of the wild and wand of oracle can't summon furbold


Credits:
Thanks to
Dialogs:
  • robizeratul for dialogs corrections

Models:
  • kitabatake
  • crl
  • ironmaiden
  • Freezer
  • Tranquil
  • Daelin
  • nGy
  • JetFangInferno
  • Kuhneghetz
  • Battle Cry
  • Illidan(Evil)X
  • Vortigon
  • -Grendel
  • Frankster
  • AndrewOverload519
  • Deolrin
  • Sellenisko
  • Sin'dorei300
  • Kuhneghetz
  • WhiteDeath
  • HammerFist132
  • -Grendel
  • Kuhneghetz

Icons:
  • crazyrussian
  • Sg0D
  • kola
  • NFWar
  • L_Lawliet
  • Freezer
  • Mobilize
  • KelThuzad
  • Peekay
  • Illidan(Evil)X
  • -BerZeKeR-
  • kola
  • -Grendel
  • AndrewOverload519
  • Deolrin
  • Dan van Ohllus & Mr.Goblin
  • 67chrome
  • Apheraz Lucent
  • NFWar
  • Blizzard Entertainment
  • Dentothor
  • JollyD
  • -Grendel
  • genin32

Systems:
  • the witcher
  • Zwiebelchen
  • IcemanBo



Author's notes:

I spend some time doing my map and I appreciate feedback. When I missed someone for credits, send me a message and I will update.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Legendary Heroes, Rpg, Orpg, Banti
Contents

Legendary Heroes 2.2fd (Map)

Reviews
Moderator
[img][c]Orcnet[c]22:28, 19th Nov 2013700 [img] Legendary Heroes (Tested Version Last Updated: 21st Oct 2013) Rate[c]Score[c]Percent[c]Letter [r][img][img][img][img][img][c]5/5[c]91-100[c]A Rate[c]Score[c]Percent[c]Letter...
  1. monty

    monty

    Joined:
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    The inventory design is awful imo. Its fine on the heroes. But on pack mule and stashes. It really should be numbered and it would be best if you could have more crates. Easier for management of items.
    There are also just randomly items getting deleted from my heroes. (Really gamebreaking bug)
    The game is really slow and lacking of "action".
    Its just clearing camp after camp and healing after each one.
     
  2. monty

    monty

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    Try playing the game from "single player"
    not multiplayer.
     
  3. Banti

    Banti

    Joined:
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    I was think that new inventory system might be better. I re upload my map to version 2.2fc where I used old inventory
     
    Last edited: Apr 1, 2015
  4. Buburo

    Buburo

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    Upgrades from the altar don't work.
    Sometimes when switching betwin bags a item just disapears.
     
  5. Banti

    Banti

    Joined:
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    Bug with disappearing items is solved with version 2.2fc that I upload. 2.2fd version of the map made this bug so I again upload 2.2fc version where I used old inventory system which not have this bug. Upgrades from Altars are working properly when I checked. Can you tell me on which hero they are not working?
     
  6. Xardian

    Xardian

    Joined:
    Nov 26, 2013
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    Okay, so far I really like the map... only one thing, reviving the heroes costs gold... so when my hero dies and I don't have enough gold the game is over for me, I mean if that is intended it's okay but it would be nice if there was some kind of message that tells me so, my first game I just sat there ten minutes trying to find out if I could do anything.
    And then there are a lot of grammar mistakes... I mean really a lot, you should check that or get someone who'd be willing to edit it who is a better english speaker.
    But from me this is a 3/5 I really like the concept and you put quite some effort into it like the plants which all have detailed descriptions, the crafting, the whole questing is just very fun.
    But on the other hand there are a lot of errors in your map from grammar over an unbalanced amount of enemies to some scripting mistakes that just break the game in some points, all in all a bit more work and maybe someone who'd proofread your scripts and texts and that game can be a great little game.
     
  7. Banti

    Banti

    Joined:
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    Ye that would be good. Now I am pretty busy and I can't do this corrections. I can send my map to someone who would like to do this improvements for me or I can do it myself but it will take a while.
     
  8. TheLordOfChaos201

    TheLordOfChaos201

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    This game is a little boring, but hey every game has to start somewhere.

    Only problem I could see, that I can provide feed back on, is the revival!

    You shouldn't have to pay to revive your heroes, they should just revive automatically.

    if you have to pay, you stand the chance of never being able to revive
     
  9. Banti

    Banti

    Joined:
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    Ye, I agree It should be change in a new version
     
  10. Unkn0wN_Merchant

    Unkn0wN_Merchant

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    You should make monsters respawnable because it doesn't.
     
  11. hhhdxmun

    hhhdxmun

    Joined:
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    How do you get to the armor recipes? The two tables are still blocking the path to them in the Smithy.
     
  12. G3Phoenix

    G3Phoenix

    Joined:
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    Played your map for a bit and have a few qualms/bugs I liked to share:
    -There is a bug when you use stacked ingredients/materials for crafting. For example one bear pelt is needed to make one leather piece, but if you use 2 bear pelts stacked as one item you only make one leather piece, so that should be fixed.
    -There is a bug when you rapidly skip through cinematics where it causes a quest to not be updated/added to your quest list, as the dialogue keeps going for the next cinematic. For instance when I restarted with new heroes I quickly went through the quest givers in Riften, going from the footman, kathrin, edgar, lucy and then santon and by the time I got to the last one his quest wasn't added and it was still playing dialogue from the footmen.
    -The prices for fairly weak items are quite high, I mean 4000 gold for a single ring that just gives you 2 extra hp per second and 2000 for a robe that gives you 1 armor and 2 int is a bit absurd and I feel it slows the pace of the game down in the beginning if you haven't picked a healer
    -This is just a personal suggestion but I feel that if you can increase the exp you gain per killed enemy/turned in quest in this game, while offsetting it with a higher max level and increased skill upgrades per skill, you can improve the pacing of the game as the player will feel like they are making good progress and be more interested in continuing, especially since you're only controlling two heroes throughout the whole game.

    Just what I've found so far and my opinions, hope it helps and good luck with your future work.
     
  13. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
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    This is some kind of D&D based in and mixed with Warcraft.

    -many heroes have Critical Strike
    -Summon Spiders requires level 2 to be learned; Forest Fiend, the same
    -you can't know which heroes are ranged or melee before choosing them; not just that but heroes don't have the same attack type
    -music plays through the sound channel
    -the heroes are selected during cinematic mode
    -I think this could've been made into a two player map
    -Aron: "I'm too weak, just a villager" but he is full of muscles
    -animals don't move, they just stand still; flying units look like helicopters
    -Santor's reward was for the player to buy?
    -Trolls and maybe other creatures sleep at night, in the middle of the road; the funny thing is that some near the ones being attacked don't wake up unless they are attacked too
    -why is only the first hero the actual hero of the story?
    -you should mention somewhere that only one glove(s) can be carried; Gauntlets of Strenght was being moved and I didn't understand why
    -Bear Pelt has a number but the Wolf one doesn't stack
    -camera needs a better angle when meeting Eomer
    -the gravely wounded Eomer had some time to wait for the heroes to kill all goblins and trolls in the village and somehow even wrote a letter during the attack; or was it before?
    -War Stomp and the Cave Troll's shockwave temporarily lag the game
    -what do you mean Undead or Demonic? Choose one or both
    -Clarity Potion is not Combat Consumable as it says it is
    -some Dragonspawns sleep, others don't; I guess those awake are on night watch
    -"I knew there was something shady about you"; have no idea who that is, the first time I see that character
    -the Vrykul don't pursue
    -Wolf's Pelt is dropped by Panthers
    -Neurik's last transmission when meeting him has the name Henry
    -there's no competition in the archery optional quest; it's just the heroes attacking a target until it dies and the elf looking at them do it
    -what are so many nelves doing in Silvermoon?
    -Dragon Blood can be sold but for 0 gold
    -aerial attacks are strange; they're much more slower than the hero attack speed
    -why aren't caverns and places the heroes enter charted? Caverns don't remain visible even when in them
    -why would there be level 1-3 units later on?
    -killing Lorkin will start a short cinematic scene where the remaining enemy units will attack the heroes; Lathender somehow talks there but his portrait and presence are nowhere to be found
    -the Fountain of Mana does not regenerate mana
    -are you sure Divine Aid lasts 90 seconds?
    -terrain is really nice but monotonous; there are no places where to go on cliffs/mountains, only some caves and shallow water places are scarce
    -it's mostly a drag and kill fest
    -some Foutains of Health are units others are doodads ?_?
    -might as well called it big foot or sasquatch instead of Yeti; it would've suited it better (colour & environment)
    -oh boy, that thrid altar sure is far
    -Treant summoning has a problem for both the Yeti and the Elder Wendigo because some of the ents might appear between trees/doodads
    -the idiot druid takes not one Healing Salve and Clarity Potion but all the stack of them...
    -killed the Spider Queen & Witchwith the scythe after killing almost every unit on the map :D
    -you have to make some boots of speed or something; it's horrible how much time it takes for heroes to get from some place to another and that after using the Dark Summoning
    -the Dark Matriarch sleeps; the nearby Dark Blades don't
    -some items are moved from the inventory to the backpack or from the a hero to another, automatically...
    -Elonai's portrait is a picture
    -are there more than 1 item of Moon Flowers? The quest giver doesn't seem to want to take the item
    -the enemy's average attack speed>player's fast
    -Doom Guards have 600 range but they are melee
    -the last part of the map looks bland as if unpolished; I understand it is supposed to look like corrupted/afflicted land but it's not that nice to look at
    -because there are many troops with the heroes, especially when there are heroes that summon multiple units, the Demon Lord doesn't attack one target; instead he just attacks one, then another one and so on
    -after the Demon Lord dies and the cinematic scene starts, his remaining troops can kill the heroes; that won't result in defeat, however

    3/5.
     
  14. robizeratul

    robizeratul

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    have u given up? It's a very cool map! would love to see you work on it again!
     
  15. Ahman

    Ahman

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    its a good game, really.
    New models, heroes and all, plus items and other cool stuff!
    but its kind of boring a little, and you should make the conversations more interesting by fixing the grammar and adding better sentences.
    Also, i noticed that there is only 1-2 mithril ores, which means you can only make two good weapons, which also goes with the armor. And even if you found those, the items aren't that powerful!! I suggest that you make them stronger, since the player is going to spend a lot of time collecting the items to combine them.
    Good work overall.
     
    Last edited: Jul 6, 2017
  16. MnjauTheCat

    MnjauTheCat

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    Awesome map :3 Yet again, sad it ended too fast xD
    Hmm.. there were just 2 quests that got bugged, the '' kill cave trolls '' and '' archery ''
    Despite hating two hero system, I still enjoyed myself :3
     
  17. Tburn1910

    Tburn1910

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    Hi! I've played this map and it was such a wonderful ORPG!

    May I know all the custom musics that you've used in this map? Thank you so much!

    5/5 stars is my rating for this map.:):):):):):):):):):):):):):)