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Medieval Zombie Apocalypse HEHA 1.43

Submitted by Arathorn_ToXiK
This bundle is marked as approved. It works and satisfies the submission rules.
MEDIEVAL ZOMBIE APOCALYPSE HEHA 1.43
Join the Medieval Zombie Apocalypse HEHA Discord Server!

The Kingdom lived in peace until the plague came to it's lands. Take charge of the lands you own and defend your home against the minions of Darkness.


GAMEPLAY:
It's a 10 players map. 7 players fight to protect their kingdom against 2 zombie players and 1 dwarf player is standing alone. However the dwarf player can ally with the human players. Units and buildings killed by zombies become zombies. When a human player has no more units, he joins the zombies with a hero. The dwarf player joins the zombies if his capital is destroyed and the dwarf king dies.

Zombies:
You must destroy the 7 capitals of the kingdom.
Each of the 2 zombie players has its own unique hero and can also each have a 2nd unique hero. It is possible to have 2 more heroes in total but it is more difficult and to discover by yourself. Every unit and building you kill turns into a zombie. However, you can also train zombies in your crypts as well as different types of special zombies. Your basic zombies have 5 evolutions to do in your HQ Zombie. In your Zombie HQ you can also make special events. Zombie heroes revive.

Humans:
You must defend your capitals during 1 hour and 10 minutes.
Each player has his own unique faction. You can recruit units, make upgrades and repair your structures. Focus mainly on your base but don't hesitate to support others if you can. The grey player plays the role of the Protector of the kingdom who can teleport himself everywhere in the map to help players in difficulty; his capital is not an objective for zombies. Human heroes don't revive.

Dwarf:
You must protect your capital as the humans but you can win at the end without allying anyone.
The dwarf player starts alone at the beginning of the game. However, he may ally himself with the human kingdom if he and the red player search for an alliance in their capital. There are 2 dwarf heroes and the units are powerful. The dwarf player can open tunnels from his base that allow him to move around the map. Dwarf heroes don't revive.

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COMMANDS:
Change camera distance : -cam [number]
Start a vote kick : -kick player number/player color/player name
Exchange ressources between undead players:-give gold/soul [player number] [amount]
If you are a human player and still alive, you can type "-undead" to give the control of your units to the others humans player and become zombie.
Red or Grey if they are still humans can type:
"-Hard" = 5000 gold per undead player
"-Impossible" = 999999 gold per undead player


AUTHOR'S NOTES:
The original creators of the map are: Rex5, Argos, Guillimans, Toby
I liked the map very much but I found that it lacked a lot of improvements, additions, bug fixes, script and balancing optimization to do and the project was abandoned. So I set out to give the map a second chance. My version series takes as suffix "HEHA" and starts with Medieval Zombie Apocalypse HEHA 1.0.
If one of the original developers sees this message, please contact me. I would be glad to discuss it with you. I have no intention of stealing your work and hope that you will understand my simple intentions.


COMMUNITY:
You can contact me or join the map's community on Warcraft 3 by this discord server:Join the Medieval Zombie Apocalypse HEHA Discord Server!
Vous pouvez me contacter ou rejoindre une grande communauté française sur Warcraft 3 par ce serveur discord : Join the Heaven Heart Discord Server!
We also have a clan on Warcraft 3: Heaven Heart with the initials HEHA
Nous avons également un clan sur Warcraft 3 : Heaven Heart avec pour initiales HEHA


CREDITS



CHANGELOG

VERSION 1.43
- Capitals are immune to spells.
- Red player name has been changed (Kingdom of Teredar->Royal Family).
- Book of Light's spells doesn't share their cooldown.
VERSION 1.42
- Zombies no longer auto spawn at the Graywall.
- The yellow player's secret quest is a bit more easier.
- The two easter eggs at the east of Yellow base has been changed.
- Countdown timer window at the beggining for the vote.
- The map has now his own discord server:Join the Medieval Zombie Apocalypse HEHA Discord Server!
VERSION 1.41
- Undead players can exchange ressources with commands (check the commands's tab).
VERSION 1.40
- Undead's income works.
- Undead players can no longer summon units behind the Northwall Pass.
VERSION 1.39
- Build time of the Crypt has been reduced (3min->2min).
- Few minor bugs fixed.
VERSION 1.38
- The Royal Commander who spawns at Barkshire Invasion showed properly.
- If red or grey player is in the undead team, he can't type "-hard" or "-impossible".
- There are no risks that a human player who joined the undead, received human reinforcements.
VERSION 1.37
- The human victory countdown is paused during cinematics.
- One of the 4 starting Dawnfall Warriors has been replaced by a Dawnfall Captain.
- Many models and icons has been changed.
- Yellow player now have a Paladin Veteran to recruit x10 armies.
- Now when the Protector dies, the grey player will no longer be able to have the hero Toby but will have an ethereal ghost of the Protector. The ethereal ghost will revive all the time until Dawnfall Hold is destroyed. If Dawnfall Hold is destroyed and the Protector is in an ethereal ghost, the grey player will join the zombies.
VERSION 1.36
- The Grunts summoned by Kerrak the Cruel near the Dragonshrine, no longer give gold but 6 grunts have been added among the creeps at this location.
- The dwarf player's income has been corrected.
VERSION 1.35
The income system, especially with "Defenders" when someone type "-undead", has been improved.
VERSION 1.34
- The voting system at the beginning of the game has been improved, it is no longer possible for it to remain blocked: in case of a tie between "-tuto" and "-cinematic" or "-skip", the tutorials will start. In case of a tie between "-cinematic" and "-skip", the cinematic will start.
- The secret quest for yellow can no longer be glitched with abilities like "Blink".
- Flesh Giants no longer have fortified armor and can therefore be automatically attacked by units. On the other hand, they gain +2 armor.
- The 3 teal (brown) towers that could be attacked by a Flesh Giant from below were slightly moved to avoid this.
- Dwarven Rifleman has been improved: range (750->1200), base damage (50->65).
- Drain life for zombies now last 30 seconds instead of 5 seconds and Drain life for Hounds, Lichs and Flesh Giants last 60 seconds instead of 5 seconds.
- "Holy Drain" spell is now much more powerful.
- The Cannon Tower has been improved: life (2000->3500), base damage (60->110).
- "Twilight" spell which summons Death Knights now summons 2 Death Knights instead of 4.
- Brown zombie player obtains 6 Hounds instead of 12 when he obtains his 2nd hero Night Eyes.
- Income per important building has been redistributed, giving less importance to small bases for income.
VERSION 1.33
- The income system has been totally revisited (Now important buildings provide income).
- 2 new icons for the bows upgrade.
- Units that are on a bridge when it collapses die.
- Heroic Leap spell has been fixed.
- Paladin and Dwarven Berserker in Tavern has been fixed.
- Dawnfall Warrior/Ranger and Musketeer limit has been fixed.
- x10 armies of Heavy Footmen and Royal Defender with the Royal Veteran has been fixed.
- Several icons has been improved.
- All banners doodads has been changed.
- The spell "Dark Arrival" of the Great Necromancer has been debuff:cooldown (20->60), units teleport (24->12), casting time (5->10).
VERSION 1.32
- Now it's a vote at the beginning of the game between -tuto, -cinematic or -skip.
- Cloaked Stranger and Buildings which spawn x10 army doesn't have any animations so that we can understand that they are not units.
- Wolf Elder, Wolf Guard, Paladin, Lightward Paladin and Thane no longer have a hero glow.
- Many icons has been updated to fit more with their purpose and to facilitate understanding.
- Few minor bugs has been fixed.
VERSION 1.31
- Neutral hostile spiders don't spawn if the undead made the special event to take control of the Ancient Horror.
- Player 1 can now decide between advanced tutorials or cinematic at the beginning of the game.
- The dwarf player can now make a research to train riflemen.
- The DISBTN of the Ring of Valour item has been fixed.
- A spider sound has been added when they spawn.
VERSION 1.30
- The DragonShine now only ping for undead players.
- Added some appropriate colors to messages which warn of a capital destruction.
- There is a second "pause all units" action a bit after victory/defeat to avoid unpaused units because of a "create unit" action.
- Sintoras's icon fixed.
- 13 new models and 5 new icons for items.
- All the items except potions, are now indestructible.
- Luther's Armour item buff has been fixed.
- The information tabs have been updated.
VERSION 1.29
- Many items in the map have a new model and several have a new icon and the others have at least one color change to easily differentiate them all.
- The location of Aslyr, Blade of Northern Winds has been revisited.
- Several heroes have a new icon.
- Aslyr sword deals 70 damage now instead of 50.
VERSION 1.28
- The stone bench at the bottom of the statue in front of the entrance of red base has been replaced correctly.
- "I would gladly bear any curse to save my homeland" sound has been added when the Protector takes his legendary sword.
- New music at the end of game (in case of both victories):an extract from the music "My son" in World of Warcraft
VERSION 1.27
- The Heavy footman which could not been recruited at Barshire has been deleted as well as the Border Guard and Graywall Infantery in the Yellow Garrison Tower at South East of red base.
- The Ballista's icon in Tavern has been changed.
- Descriptions of the Protector's spells has been fixed.
VERSION 1.26
- Bug fixed: players who joined the zombies now have only 1 hero and everyone is warned of their defeat.
VERSION 1.25
- Ballista have a new icon.
- Icons for the mounted ability of the Graywall Knight has been changed.
- Limit of Dawnfall warriors has been fixed and set to 10.
VERSION 1.24
- The icon for removing all mutants has been fixed to the unit's icon.
- All bugs with Light blue's units has been fixed.
- Wolf Guard now begin with 200 mana when they spawn.
- Dwarven mage at the grey's tavern has been fixed.
- New secret quest on the map.
VERSION 1.23
- Ordinat'er's voice has been changed.
- New features now also appear at the beginning of the game.
Contents

Medieval Zombie Apocalypse HEHA 1.43 (Map)

Reviews
deepstrasz
Why am I obligated to start with cinematic scenes or tutorial? What if I don't want any? Well, at least it doesn't last that much. So basically Warcraft III spells with changed icons and names. Even armour and attack icons are changed. Is there any...
  1. babavoi

    babavoi

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    Very good
     
  2. Helessar

    Helessar

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    Hmm Really Good map
    I have already tried it
    Need a little balance update maybe but good enough.
     
  3. Horomis

    Horomis

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    Really well reworked :D thx for uploading it here ;)
     
  4. Triox

    Triox

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    Very good work !
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    "If one of the original developers sees this message, please contact me. I would be glad to discuss it with you. I have no intention of stealing your work and hope that you will understand my simple intentions."

    So you haven't tried to contact any of them before editing their map?

    For instance, there are other versions on the site already:
    Medieval Zombie Apocalypse:Wolfblood (two of the authors you've mentioned have released this version)

    Why would yours be better or so different?

    Awaiting Update.



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

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  6. Arathorn_ToXiK

    Arathorn_ToXiK

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    I tried to contact him but he doesn't seem to be active anymore. I talked to someone who used to play with him once and he told me it wouldn't bother him at all, but it's obviously not enough ^^
    Nevertheless, I still hope to get an answer from Argos!
    Apart from that, I would like to say that the changes I have made since then (31 updates to date) considerably improve the map.
    I also always credit all the developers of this map before me, since the very first version I made.
     
  7. deepstrasz

    deepstrasz

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    1. Why am I obligated to start with cinematic scenes or tutorial? What if I don't want any? Well, at least it doesn't last that much.
    2. So basically Warcraft III spells with changed icons and names.
    3. Even armour and attack icons are changed. Is there any difference between the original game's percentages and this map's?
    4. Spells like Rain of Chaos are heavily imbalanced compared to others. Also, the spell hasn't got its proper position when you learn it. It comes first instead of second as in the learn ability menu.
    5. Wolf Guards have hero glow but are units. The problem also is that they do not have a decay animation and the body will remain on the battlefield for a long time. Same: Paladin, possibly others.
    6. Wolf Elder looks alike. It's pretty confusing.
    7. Holy Burst=Shockwave.
    8. There's a strange issue when hovering over the Priest:
      MedApocaPriestVersion.png
    9. Stronger Construction (Ballista) should be a passive ability. It has an active ability icon. You can make it look passive with this: Button Manager v1.8.2 Same with Armour of Fate and probably others (+Mage Barrage, Gunspray etc.). This spell also has issues with its description in the learn ability menu.
    10. Confusing to have units as buildings training units.
    Generally, it doesn't look like a bad map. Could be fun with full house.

    Since, it's a legacy map, it's OK as long as the original authors don't ask for it to be taken down.

    Approved.

    (previous comments: Medieval Zombie Apocalypse HEHA 1.31)
     
  8. Arathorn_ToXiK

    Arathorn_ToXiK

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    Hello, thanks for your precious advice and remarks, I've taken into account several of them in the 1.32 version if you're interested:

    1. Now it's a vote at the beginning of the game between -tuto, -cinematic or -skip (starts immediately the game without the cinematic). The game automatically starts with the cinematic after 20 seconds if there are no votes.
    2. The map has no intention of inventing new skills that are completely unique on Warcraft 3. On the contrary I want to stay as close as possible to warcraft 3 so as not to lose the player in this map already complicated enough ^^
    3. No it's the same stats/game's percentages in the map. Some armour and attack icons are changed to fit more in the map. I still put some of them back by default.
    4. The spell Rain of Chaos is very powerful indeed but it's not imbalanced at all. Each player have his specialities and his role in the map and trust me I played the map many many times and it's totally balanced. ^^ Also I fixed the spell's icon position.
    5. Wolf Elder, Wolf Guard, Paladin, Lightward Paladin and Thane no longer have a hero glow. I have tested and I see it in all the games I do, all the units have a decay animation and really none of them have the problem you're talking about.
    6. Cloaked Stranger and Buildings which spawn x10 army no longer have any animations so that we can understand that they are not units. They are now completely immobile.
    7. I changed the spell's name: Now it's called "Holy Shockwave".
    8. Indeed. I try several things but the issue remains :( But I noticed that it appears only at a specific point of the priest'icon, absolutely not everywhere on the icon.
    9. Every icons has been updated to fit more with their purpose and to facilitate understanding. I made what you said with Button Manager v1.8.2 and now all the icons are perfect. Thanks for the very useful tool ^^
    10. I solved the problem in the sixth point.
     
    Last edited: Jul 7, 2019
  9. deepstrasz

    deepstrasz

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    Is it because of a hidden ability or something like that? You can hide it with triggers now and don't have to set its positions with negative numbers (e.g. X:-2, Y:-1).
    The idea was that they are the same spell but just have different names. It's lacklustre.
    Have nothing against fitting them to the theme but it's confusing when you see them the first time if you don't know the values since you can't see them in numbers, they're left with words as in the original game.
     
  10. Yogglicious

    Yogglicious

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    I signed up today to write a post here. Keep up the good work.
    Here are some of the glitches I found / Suggestions that I make. Please let me know what you think about them.

    Game System Issues
    1) Voting System: Voting system is broken. Yes, this is a critical issue. If there is a tie, nothing happens. There simply is no trigger to continue the game. I believe this should be an easy fix. Please do hotfix and release a new version with a better vote system.

    Suggestion for vote system: Make people choose by clicking instead of typing. More people would be participating in the vote that way. When there is a tie, just show the tutorial.

    2) Spider Event Trigger: I'm not entirely sure what's causing the problem, but spider event sometimes isn't triggered and everyone gets desyncd. Never had such a problem on version 1.30.

    3) Flesh Giant: Currently two major issues with Flesh Giant.
    a. Units ignore Flesh Giant because of its armor type. People have to manually click Flesh Giant to target it if there are other units around.
    b. Flesh Giant being able to attack some of the turrets from down hill. This is rather a terrain issue. There are several towers that could be hit by Flesh Giant: Teal's tower at the ramp on the main castle, Purple's tower next to the main gate.

    Balance Issues
    1) Brown being too overpowered with early level 6 Death Knight rush. 4 death knights and hounds give Brown little too much power boost compared to other factions. Looking at same undead, DG's base hero is trash compared to Brown.
    2) Drain Life for zombies should have a timer for its first use. At the moment, what Brown does is farm creeps, pool gold with DG to upgrade to tier2 while ignoring Dwarves and Bulwark. After that, they just get rid of tier1 zombies to deny XP/Gold for both Dwarves and Bulwark. Yes, it is effective but honestly much less fun for both Dwarves and Bulwark. I must say it's rather abuse of the system than strategy. In order to prevent such thing from happening, you could simply get rid of tier1 zombie removal or have a timer to it so that players cannot abuse it.
    Suggestion 1: Have a timer to Tier1 zombie removal.
    Suggestion 2: Make first wave of zombies uncontrollable, meaning, make them creeps just like orcs but rushing towards each base.
    3) Cannon Tower (Dwarven Turret): I don't even feel like upgrading the turret when I play Dwarf. This turret is an utter garbage. Please change it or buff the damage.
    4) Holy Drain (A skill acquired at lv6 for certain heroes): This locust swarm based skill needs a serious rework or buff at the moment. Considering the skill is an ultimate, it is hardly noticeable and when I actually tested it out, it did not even kill one Tier 1 zombie. (Did about 700 damage total)
    5) Dwarven Rifleman: Dwarven Rifleman has 700 range and very slow attack speed, while damage is similar to Axe Thrower (Much lower DPS right now).
    Suggestion: Increase range, damage, or attack speed. It's just the worst ranged unit out there for now.

    My opinion based on the latest patch note (I haven't tried 1.33 yet, only 1.32)
    1) Adding gold value to the base is a good idea, but they should never be the same value. First, it's very unlikely for each color to defend non-important base. Second, the importance of each building is completely different. There simply is no merit to defend the other base. Third, losing 500 gold income early on is very critical, and 0 gold without base is rather brutal.

    Question: Are you trying to nerf human? If that's the case, how would you like to nerf it? These changes seem very radical.
     
  11. Arathorn_ToXiK

    Arathorn_ToXiK

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    Thank you very much for your feedback and precise remarks! It's good to see that people are interested in the map and are taking the time to make a constructive feedback.
    I am active and open to any suggestions so don't hesitate to contact me, the versions can be released very quickly.
    I have corrected some of the things you pointed out and agree with some of your comments.
    I invite you to read the changelog of version 1.34 and then test it! ^^
    Have fun!
    Don't hesitate to leave a note on the map too ^^

    Version 1.34:
    - The voting system at the beginning of the game has been improved, it is no longer possible for it to remain blocked: in case of a tie between "-tuto" and "-cinematic" or "-skip", the tutorials will start. In case of a tie between "-cinematic" and "-skip", the cinematic will start.
    - The secret quest for yellow can no longer be glitched with abilities like "Blink".
    - Flesh Giants no longer have fortified armor and can therefore be automatically attacked by units. On the other hand, they gain +2 armor.
    - The 3 teal (brown) towers that could be attacked by a Flesh Giant from below were slightly moved to avoid this.
    - Dwarven Rifleman has been improved: range (750->1200), base damage (50->65).
    - Drain life for zombies now last 30 seconds instead of 5 seconds and Drain life for Hounds, Lichs and Flesh Giants last 60 seconds instead of 5 seconds.
    - "Holy Drain" spell is now much more powerful.
    - The Cannon Tower has been improved: life (2000->3500), base damage (60->110).
    - "Twilight" spell which summons Death Knights now summons 2 Death Knights instead of 4.
    - Brown zombie player obtains 6 Hounds instead of 12 when he obtains his 2nd hero Night Eyes.
    - Income per important building has been redistributed, giving less importance to small bases for income.