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Maw of Bedlam

Maw of Bedlam

Choose one of eight unique factions; Select a Hero to lead your armies; and dominate the Maw of Bedlam with automatically spawned units!

Features
  • Units are automatically spawned at your base!
    • Spend gold to add new, stronger units to your spawn
    • 6 tiers of spawned units
    • Earn gold by killing Enemy units or neutral Creeps
  • 8 Player combat
    • 4v4, 2v2v2v2 or FFA game modes
  • Army is capped by max food!
    • Sitting in your base forever won't work
    • The game rewards Players for actively fighting
  • Asymmetric faction design
    • Choose between 3 unique Heroes per faction
    • Each race has a unique set of units and Elites
    • Try each of the 8 factions and find your favourite!
  • Complete Neutral Creep Quests for legendary items!
    • Quest items drop when the Hero dies!
    • Race against other Players to complete them first!

This is a late-stage beta of my map, Maw of Bedlam! It takes inspiration from classic maps such as Footmen Frenzy and Broken Alliances by taking resource collection and base building out of the picture, prompting Players to focus on combat and map exploration.
However, there's a fresh mix of RPG elements, such as unique faction Heroes, PVE, and Creep Quests with item rewards.




General
  • Minor terrain adjustments across the map
  • Revised south-central terrain to be swamp/marshland instead
  • Additional Creeps between Mountain Orcs (P1) and White City (P5) with a unique item drop
  • Additional Creeps north of Wildlings (P3)
  • Standardized collision size across a few units
  • Ratman Fireflingers (Neutral Hostile) now have Piercing Damage, rather than Magic


Slaghelm Orcs
  • Wolf Riders have a new ability; Merciless Strikes! They deal 25% increased damage to targets running away from them.
  • Reduced Spindlekith build time to 15 seconds, down from 30.


Ashlanders
  • Ashprowler
    • Curse of Black Ashes can no longer be dispelled.
    • Increased duration vs. Heroes to 12 seconds, up from 10.
  • Ashen Bladekhan
    • Fixed an incorrectly allotted ability.


Beastial
  • Reduced the model size of Tusken Thugs so they no longer tower over other T1 units
  • Similarly reduced the model size of Hoarsnout Mystics


Ravenhold
  • Lich's Shadow Bolt ability has a new icon to more clearly distinguish it
  • Lich attack cooldown reduced to 1.9 seconds, down from 2.0
  • Vile Sorceresses Ennervate and Black Tether swapped icons for better fit
  • Vile Sorceresses's Black Tether has a new icon


White City
  • Captain's Deflect chance reduced to 15%, down from 20%.


Forest Alliance
  • Fixed incorrectly assigned unit portraits


Mecha Cult
  • Vulkan Battle Wagon
    • Reduced range to 725, down from 800
    • New attack pattern resulting in ~8% higher DPS
    • Increased movement speed to 220, up from 180
    • Vulkan Ignition has a new icon
    • New ability, Overheat! Increases attack rate at the cost of losing armor.
  • Fixed incorrectly assigned unit portraits

General
  • New name! We're calling it "Maw of Bedlam" now
  • Changed map loading screen! (Custom one will come later...)
  • Added commands for Singleplayer testing;
    • Use "-control" followed by a number to take control of a Computer Player
    • Use "-enemy" followed by a number to unally a Computer Player
    • Use "-lvl" followed by a number to level up currently selected Hero
    • Use "-test spawns" to instantly activate Periodic Unit spawns
    • Use "-max gold" to instantly give 10000 gold to all Players
  • Reduced some terrain clutter across the map
  • Added some more terrain clutter elsewhere
  • Changed the behaviour of Titanforged Armor
    • Increased damage taken from Magic to 80%, up from 75%
    • Reduced damage taken from Dark Magic to 160%, down from 175%
  • Changed the behaviour of Heavy Armor
    • Reduced damage taken from Magic to 160%, down from 175%
    • Reduced damage taken from Piercing to 95%, down from 100%
    • Reduced damage taken from Normal to 95%, down from 100%
  • Changed the behaviour of Unarmored "armor"
    • Increased damage taken from Siege to 70%, up from 50%
    • Reduced damage taken from Normal to 115%, down from 120%
    • Reduced damage taken from Piercing to 130%, down from 140%
  • Changed the behaviour of Light Armor
    • Reduced damage taken from Piercing to to 160%, down from 180%
  • Changed the behaviour of Fortified Armor
    • Increased damage taken from Piercing to 30%, up from 15%
    • Reduced damage taken from Dark Magic to 40%, down from 50%
    • Increased damage taken from Magic to 40%, up from 35%
    • Increased damage taken from Titanforged to 75%, up from 33%
    • Reduced damage taken from Normal to 75%, down from 95%
    • Increased damage taken from Siege to 175%, up from 150%
  • Fixed Underking (Mercenary) unit portrait
  • All quest items now have a (slight) hint at delivery location
  • All quest givers and targets now have Floating text to mark their location
  • Players can now use the Quest Log to track which quests have already been completed
  • Changed the position of McDonald (Quest Giver) and his farm, moving it into the forest
  • Pure Pumpkin (Quest Reward) now properly displays its item cooldown
  • Reworked the Sentry Ward system
    • Ghost Eye Totems (from Watchman Runes) have been renamed "Watchful Eye"
    • Watchful Eyes are always visible, but take at least 3 hits to destroy.
    • Destroying a Watchful Eye instantly respawns a Watchman Rune underneath it
  • Player Altars now automatically attempt to queue up revival, if your Hero dies


Ashlanders
  • Great-khan Zar'khassa now has a proper, glorious Hero Glow!


Beastial
  • Fixed Chieftain's Tent (HQ) unit portrait
  • Fixed Hyena Hoarmane unit portrait
  • Fixed the Level 2 tooltip of Ancient of the Fang not displaying the wolf's attack values
  • All Beastial heroes now have proper, glorious Hero Glow!
  • Added some ruins in the back of the base to make it look like something intelligent used to live here


Ravenhold
  • Fixed Heart of Darkness (HQ) unit portrait
  • Umbral Ghosts' Black Tether ability no longer looks like it could be an auto-cast spell
  • Vile Sorceress Training now has a 15 second research time like other unit additions
  • Fixed an issue where Lord of Ravenhold (Strength) could award more bounty than intended


Forest Alliance
  • The Forest Alliance base has a new, less pretty, more down-to-earth redesign
  • Fixed Wolf and Greater Wolf (Guardian summons) unit portraits
  • Satyr Trickster (Agility) has received several updates
    • Now has a proper, glorious Hero Glow!
    • Now has a proper projectile without leveling up Mana-Warp Blade
    • Fixed unit portrait
    • Harrowing Dirge (W) redesigned!
      • Single-target damage over time effect. As long as the effect is active, periodically cripples the movement speed and attack damage of enemies around the main target.
  • Increased range of Druid's Cleanse to 500, up from 350


Mecha Cult
  • Suppressed a debug message from Vulkan Battle Wagons' Overheat ability
  • Blade Architect now has a proper auto-attack projectile!
  • The Flamesoul (Strength) now has a proper, glorious Hero Glow!
  • The Flamesoul's Elduras Reactor has a new icon


Serpentine
  • Serpentine Overlord (Strength) now has a proper, glorious Hero Glow!
General
  • Basic Casters (Healers) across all factions have been updated:
    • The 2/2 level upgrade no longer improves healing
    • The 2/2 level upgrade now improves mana regeneration rate by 75%, down from 100%
    • The 2/2 level upgrade now improves attack rate by 15%
    • Casters that have a secondary ability now require the 2/2 level upgrade to cast it
  • Melee Upgrade renamed to Basic Infantry Upgrade, to avoid confusion
  • Archer Training no longer adds another archer unit to your spawn, but rather upgrades the unit
    • In time Archers may get more unique upgrades to differentiate faction strengths and weaknesses
  • All Super-level units now cost 100 gold less (to 900, down from 1000 in most cases)
  • Increased the gold cost of Mercenary - Sphinx to 50, up from 40
  • Increased the delay for Mercenary - Sphinx to 120 seconds, up from 90
  • Increased the delay for Mercenary - Gargoyle to 120 seconds, up from 90
  • Added a new Siege-oriented Mercenary - Dracomorph Siegecrawler
    • Costs 70 gold
    • Stock refresh time 240
    • Can reduce enemy armor
    • Extra tough and resistant to melee and Piercing attacks
  • Reduced global food cap to 50, down from 65
  • Added a new item - Mana Warp Wand - to Player shops. It has 3 charges of Dispel Magic.
  • All Shop items now have appropiate hotkeys (QWER-grid)
  • Rather than being booted from the game, defeated players may now stay as Observers.
  • Fixed an issue where Players could keep casting votes for Alliance Mode after the vote ended (mode could not be changed, votes just cast into the void)
  • Spell Damage now has a new color for more visibility in tooltips
  • Cleaned up tooltips displaying their [hotkey] twice (since Reforged insists on adding its own (hotkey) info)
  • Shaman's Drum (Creep Drop) now gives +3 to all stats, down from +4
  • Watchful Eye Wards no longer look like they have an attack (note: they could never target anything, but the UI indicated they might've)
  • Periodic tips will now display in-game, offering guidance to newer players.
    • You may opt out of these with the command "-tips off"
  • Slightly opened up pathing in the Accursed Fort, to prevent bottlenecks
  • All Quest items may now be activated ("clicked") to ping the handin-location
  • Reduced the time to vote on Alliance settings to 10 seconds, down from 20
  • Players may no longer select units until voting has finished
  • Fixed an issue where Quest Update messages could appear multiple times for the same player


Slaghelm
Pyromancers' Searing Chain has a new icon
Wolf Rider's Snaring Net now has an appropiate (de)buff, rather than looking like a standard Slow
Shaman Purge now lasts only 1 second on Heroes, down from 5
Shaman Purge now lasts only 10 seconds on units, down from 15
Shaman Purge now deals 200 damage to summoned units, down from 400
Shaman Purge pause duration reduced to 2 seconds, down from 3
Shaman Purge mana cost increased to 90, up from 75
Shaman Purge cooldown increased to 3 seconds, up from 1
Iron Turret now has an appropiate portrait
Altar of Fire now has an appropiate portrait
Warforge now has an appropiate portrait


Beastial
Reduced Cleansing Hand damage to summons to 200, down from 300
Reduced the bounty yielded by the Hoarworg (Wolf Ancient) summons
Increased cost of Ogre Inciters to 150, up from 140
Sacred Oasis now has an appropiate portrait


Ravenhold
The Shadowtongue's Grave Touch ability now properly displays bonus damage in the tooltip
Fixed an issue with Nightlord's Ancient's Armor having a malfunctioning icon
Altar of Shadows now has an appropiate portrait
Dark Reliquary now has an appropiate portrait


White City
Ranger Commander's Beryllium Illusions now take 175% damage, down from 200%
Cleaned up the pathing around base. Units can no longer get stuck behind the Barracks after towers are downed.
Forester Training now uses the same icon as Foresters themselves (instead of Sylvanas)


Forest Alliance
Satyr Trickster's Harrowing Dirge has a new special effect to more clearly telegraph the cast
General
  • Earth Soul (Item) has a new icon
  • Fixed a potential memory leak in Mutant Warlord's Heartfire Frenzy
  • Fixed a potential memory leak in Gladiator Warchief's Thunderous Slam


Slaghelm
  • Zealot (Hero) now has +1 starting armor, up from 0
  • Mutant Warlord (Hero) now has an appropiate score-screen icon


Ashlanders
  • Ashen Bladekhan (Hero) now has +1 starting armor, up from 0
  • Ashen Bladekhan's Devastate now deals partial damage (25%) to enemies colliding with the main target
  • Reduced the knockback strength of Devastate to 300/400/500 down from 450/600/850


Beastial
  • Big Chieftain (Hero) now has an appropiate score-screen icon
  • Centaur Headhunter (Hero) now has an appropiate score-screen icon


Ravenhold
  • Lord of Ravenhold (Hero) now has +1 starting armor, down from +2
  • Nightlord (Hero) has received multiple changes:
    • Now has +1 starting armor, up from 0
    • Agility per level reduced to 1.8, down from 2.5
    • Strength per level increased to 2.8, up from 2.5
    • Intelligence per level increased to 1.4, up from 1.0
    • Bloodfeast now deals Spell Damage rather than Normal
    • Bloodfeast cooldown reduced to 10/9/8, down from 10/10/10
    • Fixed an issue where Graveoath could consume more corpses than intended
    • Reduced the cooldown of Graveoath to 25 seconds, down from 28
    • Graveoath no longer summon bonus skeletons by consuming corpses
    • Graveoath no longer restores health or mana to Alexandru when consuming corpses
    • Graveoath now has an impressive new effect on cast!


White City
  • Knight-Paladin (Hero) now has +1 starting armor, down from +2
  • Ranger Commander's Emerald Scout Owls now have 300/370/440 movement speed, up from 270/350/400


Forest Alliance
  • Bladesinger (Hero) now has +1 starting armor, up from 0
  • Leshen Guardian (Hero) now has 310 movement speed, down from 400


Mecha Cult
  • The Flamesoul (Hero) now has +1 starting armor, up from 0
  • Blade Architect (Hero) now uses the FemaleDemonHunter soundset, rather than Warden's
  • Increased the AoE of Master Architect (Hero)'s Arcane Blast to 350/400, up from 250/350.



Serpentine
  • Serpentine Overlord (Hero) now has +1 starting armor, up from 0
This is a minor patch to address issues of late game armor stacking and some minor quality-of-life improvements.

General
  • Agility now grants 1 armor for every 5 points, down from +1 every 3 points
  • Earth Soul (Item) now grants +2 Armor and +200 Health, changed from +3 Armor and 150 Health.
  • Tainted Earth Soul (Item) now grants +5 Strength and +3 Armor, down from +5 Strength and +5 Armor
  • Allies Only is now the default chat setting
  • Slightly reduced the Xp gained from kills, when Heroes are between levels 7-10
  • Further reduced the Xp gained from kills, when Heroes are between levels 10-15



Blizzard Entertainment
The map uses assets from World of Warcraft (2004 - ), Starcraft II (2010-2016), and, of course, Warcraft III.

This map use's Bribe's Damage Engine.

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Contents

Maw of Bedlam b0.2.4 (Map)

Reviews
deepstrasz
A nice multiplayer altered melee map masking as a strategy/risk one, however with gameplay extensively based on core game mechanics. There's some custom stuff but it's meager compared to the whole. Approved.
I will give this map a try. And OMG it's Woodenplank, just wanted to say I used to play your custom map called "The Rift" a lots back in old days, since I very like the setting, the lore and the beautiful terrain of that map. :grin::xxd:
 
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[...] I used to play your custom map called "The Rift" a lots back in old days, since I very like the setting, the lore and the beautiful terrain of that map. :grin::xxd:
Wait really? I didn't think anyone played that? Like... ever? :jd:

Either way, this map is decidedly more "down to earth" and much smaller. The Rift was inspired by large-scale event-based maps like Azeroth Wars or Lordaeron: The Fore/aftermath. This new one is more like... Broken Alliances I want to say?

Either way. Thanks for playing! :vw_love:
 
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Tempest of Sorrows Beta 0.1.0a
You can also upload your map here to generate a list: Asset scanner

Awaiting Update.


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

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Tempest of Sorrows Beta 0.1.0a
You can also upload your map here to generate a list: Asset scanner

Awaiting Update.
My bad, I thought an "in-game" credits list was enough - everyone whose work I've used is listed in Quest info. But I'll update the description, of course!

EDIT: Should be good now!

P.s. Since this is the first public version, I've neglected to create a changelog entry in the description. It'll come along as I upload improved versions.
 
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Approved.
Thanks a lot! :ogre_kawaii:
Although this line confuses me a tad:
There's some custom stuff but it's meager compared to the whole.
I'm not sure what you mean.

Where did you get that snap dragon looking naga unit's model?
It used to be here on the Hive, but has apparently been removed. The author was -Grendel (who still has an account, it would seem) and the unit called "Bagnadrana."
 
I've decided to rename the map :vw_death: Maw of Bedlam :vw_death:.

I know that's a rather confusing thing to do, but I never liked "Tempest of Sorrows" much, and it has little to do with the actual map - I just didn't know what else to call it at the time. So I figured better late than never!.
"Maw of Bedlam" at least refers to a feature of the map.

Uploaded a fresh version to celebrate. Also comes with several quality of life and balance changes.
 
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A good start, though it could use some extra features to make it more fun to play.

My main suggestion would be to have computer-controlled spawned units attack-move to a randomly-chosen spawn point (not the same one each time) and buy unit upgrades, even if they don't use heroes.

Unit spawns should attack-move to the rally point of their spawner.

There should be a command to ping quest locations instead of waiting for the hint.

Towers don't give gold on being killed? / You can't rebuild towers?

Played as red, filled out the computer slots, but it gave me a victory on killing the yellow spawner.

Several passive abilities use the same icon, sometimes on the same unit.

Some tooltips are inaccurate: Naga Enchantress tooltip says she buffs allies, but only has debuffs, Deep One says it's good against buildings but has reduced damage, etc.

The deep purple color used on some tooltips (Despair, Quest Reward) is very hard to read.
 
A good start, though it could use some extra features to make it more fun to play.

My main suggestion would be to have computer-controlled spawned units attack-move to a randomly-chosen spawn point (not the same one each time) and buy unit upgrades, even if they don't use heroes.

Unit spawns should attack-move to the rally point of their spawner.

There should be a command to ping quest locations instead of waiting for the hint.

Towers don't give gold on being killed? / You can't rebuild towers?

Played as red, filled out the computer slots, but it gave me a victory on killing the yellow spawner.

Several passive abilities use the same icon, sometimes on the same unit.

Some tooltips are inaccurate: Naga Enchantress tooltip says she buffs allies, but only has debuffs, Deep One says it's good against buildings but has reduced damage, etc.

The deep purple color used on some tooltips (Despair, Quest Reward) is very hard to read.
Thanks for the feedback. I have a few questions though;

  • I intentionally left "Computer-allies" inert. In Single-Player testing you can command them yourself, and in multiplayer, being able to control leavers in team games is important.
  • Units moving to rally point after spawning is probably a good idea. I'll implement it!
  • Towers now give gold (for next patch)! They can't be rebuilt, so as not to drag out games with "turtling" in base.
  • The victory condition only counts <Players>. I can probably disable it somehow, when only Computers are filling the game... Will look into it.
  • Do you have some examples for these passives?
  • I fixed the Enchantress tooltip (thanks) but I don't see anything in Deep One's tooltip about buildings? I just double checked.
  • Noted on the color choice, I'll try to update these.
I've also made a "-Quests" command so you can ping the map any time.
 
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Thing with the single player is that you can't really fight the AI players (well, you can, but your units auto-attack theirs and theirs don't auto-attack yours when you control them), or have to constantly take control-unally-take control-unally to get anywhere. Maybe have computer players run attack and upgrade scripts when there's only one human / FFA battles?

Icon: The orc scorpid has the same icon for its critical strike and multiattack, the naga hydra has the same icon for its damage aura as the mercenary gargoyle for its multiattack...

Deep One: My bad, I had it confused with a different unit that does have siege damage.
 
Thing with the single player is that you can't really fight the AI players (well, you can, but your units auto-attack theirs and theirs don't auto-attack yours when you control them), or have to constantly take control-unally-take control-unally to get anywhere. Maybe have computer players run attack and upgrade scripts when there's only one human / FFA battles?
Ah, I see your predicament. Yes, when playing as (1) Red, you can't do it very well.

I was thinking of controlling e.g. Player (6) and matching against (your-control) Player (2), which DOES work (with auto-attacking).
I suppose I could do a rudimentary combat ai, that could be used for singleplayer testing, where you don't want to control the "computer" players yourself.


Icon: The orc scorpid has the same icon for its critical strike and multiattack, the naga hydra has the same icon for its damage aura as the mercenary gargoyle for its multiattack...
I'll swap those out for next version, thanks!
 
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