Mercenary Call V50.9

Mercenary Call V50.9
Created by: TheSilverHand
Map Decorated/Redesigned by: GenoHacker
Helped with the map: Arcane, Exotuma

Music made by: MelNefys

[Map History]
This map was created by me, "TheSilverHand" aka "DanassanyKat", I have worked on this map since 2018, got inspired by a another friend's map that used to be based around waves of creeps and you could buy abilities, but these abilities would be based on your hero level and cap at max level. This map started off as a small 4 lane arena map, which later grew into what it is now. a 4 lane hero defense map, originally the map used Lives, then it had a castle in the middle, then it moved back to lives again, castle was a good idea, but I wanted to make it a bit more punishing for not being there to protect your lane. Bosses where added as a challenge for players, a powerful guy with massive DMG/HEALTH! but in return, if you let him reach your lives, you lose 10.
The map once again uses a Castle in the middle. :D

[Map Info]
Mercenary Call is a deep, system-driven Hero Defense map where players survive 10 progressively harder waves of enemies while customizing their hero through spells, passives, orbs, summons, and talents/glyphs.


Each wave will throw random creeps from Wc3 into your match, randomization is a good feature because you Never know what kind of match you will face against, will it be a simple push of 400 footmen? a push of 400 MORTARS!? who knows, because it is purely randomized. For the first wave, you're against 3 random bosses which are different, an ORC, a DARK KNIGHT, or even a Necromancer? each wave set is unique, if you got a Captain, your against footmen and bandits, if you're against a necromancer, SKELETONS?!?! if you're against ORC... oh no.. is that.. a gnoll?? what?? because its randomized.

Every wave spawn, there is a 70% chance for an Elite, a mob that has a bit more health, bonus dmg, and slightly different than the others. they reward you with more gold on death.
40% chance for a Miniboss to spawn, he has even more health and damage, a bit of a bigger threat, but that's not the worst of it
10% chance for a TITAN, they have a LARGE health pool and damage output, they are LARGE and can be in large numbers if the spawner decides it wants chaos.

[How do you Lose?]
- Lifes: At the start of the map, players get to vote for how many lives your team will get, you can also buy more lives at the Power merchant in spawn.
::Lose Life:: You will only lose lives if all towers, barracks, and castles are gone.
Castle - The castle is invulnerable unless all barracks have been destroyed. Castle will heal allies overtime and has access to a few special perks, "Reinforcements Upgrade" which allows players to upgrade the backup reinforcements. As you upgrade this, your allied towers will get stronger overtime and the Healing ability that the castle has will upgrade as well.
Barracks - The Barracks are connected to a tower, if your tower is destroyed then the barracks will go vulnerable. Losing the barracks will stop the lane reinforcements from spawning. They are permanently gone if destroyed. The Barracks can be upgraded to have more units spawn for the backup wave, it has a max tier of 4. Tier 2 will allow Footmen, Tier 3 will allow Archers, and Tier 4 will allow Captains.
Towers - Once a tower has been destroyed it can be repaired, the barracks will be 100% Restored of lost health, towers can be upgraded to a stronger variant, tower upgrades will reward the upgrader with gold income.

[How do you Win?]
There is a total of 10 waves once you have completed the final wave on 10, you will take the fight to the final boss, however, if the final boss enters the circle, you will instantly lose. there is no redo's for the final boss fight.

This map has respawning mobs as well, once you get a kill the mob will respawn over a 30 second time period, grind for gold when you can to get strong gear. To the north (Top) in the shop center you have access to strong expensive items, to the east (Right) you have access to your spells, that's right, you build with your own spell choices, some spells are very unique on how they work, as you use them, some spells will combo with others. to the South (Bottom) you have starting or cheap items, where you can upgrade or get some unique buffed starting gear. to the West (Left) you have glyphs that appear as tomes next to a black smith, and below you have the power shops. the glyphs are sort of level capped required, you can refund them by buying them again. Black Smith has access to Upgrades for things such as "Gold Pouch" or upgrading a max upgraded item to a legendary variant. Power shops grant you the ability to upgrade your [Modifiers].

The map has a group system, Tank / Healer / DPS
as you level up your hero will get bonus stats based on your choice.
Tanks will get bonus to Item Modifier along with Versatility, as they are meant to tank the hits. The tank will get no major bonus to spirit to prevent them from healing themselves.
Healer will get bigger bonus to Item Modifier, Spirit. Healers are not big DPS Dealers, therefore they do not deal as much spell damage or conjuration than the DPS heroes. As a healer you unlock the ability to damage allies and heal them for the damage they take, you are not hurting your allies. there is a glyph which can be unlocked for a high level. which will allow the user to attack allies to heal them.
DPS will get a nice bonus to Spell Power and Conjuration, they hardly get any bonus to Spirit, they are DPS not healers.

"A-What are Glyphs?" / "B-Can you get as many of them as you like?"
A: Glyphs are a sort of power up which are permanent once you have unlocked them, you can get a nice permanent bonus to spell power / Spirit, or you can get a passive range upgrade which constantly cycles.
B: Yes, you can unlock as many Glyphs as you please, buying them more than once will refund you total cost as well.

[Modifiers]
Conjuration - With summons you use your Mob Health x Conjuration.
Spell Power - Spell DMG x Spell Power
Spirit - Healing Spell DMG x Spirit
Versatility - Every 3/sec, you will heal based on your versatility, half for your mana. When someone heals you, your versatility is added to your hero.
Item Modifier - Certain items get enhanced effects based on your Modifier, However this is available later in game depending on Difficulty.

[Map Heroes]
There is a grand total of 18 Heroes, all of which are unique in how they act, you choose spells during game play, and anyone can build how they want, but I recommend you build based on what your role was selected, not having a TANK to take blows for your team will lead to a wipe, or having no healer will mean more leaves or angry chatters. DPS is a good thing to have, but without someone to take the blows. you're destined to fall.

How does one Fall? If your towers in the middle are destroyed your lives become vulnerable. Depending on your live count, you are given a chance, chances will let you try again and again until you are all out of chances, your lives reset after each wave.

you are against a POWERFUL boss at the end of the map, which you will need DPS in order to kill him.

Will you survive the 10 waves of chaos? Guess its time to find out?

Gameplay from the past, these are from this map, though they are from older versions.
WtiiWarCraft
XWizard

Link to my Discord Server.

-Credits:

Ujimasa Hojo, LoDown, Dionesiist, Blizzard Entertainment, General Frank, Sunchips, Ceterai, stein123, Azummy, JetFangInferno, johnwar, 8512590215848, blahson256, Power,
stan0033, Vinz, CRAZYRUSSIAN, Kenathorn, Blood Raven, Tauer, The_Warchief, Kacpa2, -Berz-, Infinitynexus, Darkfang, Hate, Stefan.K, Sliph-M, Nash, Golden-Drake,
LifeguardLeroy, Direfury, Panda, LazZ, NFWar, Manoo, WILL THE ALMIGHTY, HeretoDLstuff, CloudWolf, perfjert, Zephyrius2412, HerrDave, kola, frEAk49, Hellx-Magnus,
UgoUgo, OgeRfaCes, PrMosquito, communist_orc, JesusHipster, SharSash, genin32, Golden-Drake, Boogles, Nugamentum, Uyarrr, eXciTe, Destructor [DoR], Tranquil, Deolrin,
GrimShaman, Sin'dorei300, The_Spellweaver, maddeem, Scias, Redsteel1, 00110000, bu3ny, Thehive, Kwaliti, Mc !, AndrewOverload519, darkdeathknight, Chen, NFWar, WolfmanArc
Deleted member 126647, Sliph-M, ChevronSeven, Lender, JollyD, xorkatoss, BydkOFF, olofmoleman, M1n1sh4, Serbianbeast, BLazeKraze, kelna2, viiva, Kitabatake, PROXY, donut3.5,
Marcos DAB, Gwen Stefani, HappyTauren, Don Valentino, AndrewOverload519, Panda, Cuore, Destructor [DoR], The_Silent, Dalharukn, Just_Spectating, purparisien, Ar-ar PH, Kwaliti,
InfernalTater, Anachron, Sunchips, florent86, EnetheruAnuon, Mephestrial, MiniMage, Callahan, Shyrony, Justicebringer, Gluma, eubz, Heinvers, Amigurumi, Metal_Sonic, exN,
stefanstan95, Metal_Sonic, blahson256, kellym0, takakenji, Asssssvi, wet_water, HappyTauren, assasin_lord, MistAssass, Em!, 67chrome, bisnar13, Daenar7, .KC, diosilva16,
Murlocologist, Pyritie, Illidan(Evil)X, Wandering Soul, Teaspoon, Weep, Nugamentum, Mythic, Daenar7, Redsteel1, Bribe, GenoHacker, Arcane, Exotuma, MelNefys




  • Post on Hive workshop.
  • Update:
O - When a Role'd unit such as Tank/Dps/Healer gets a Kill:
O - Tank - Gains 1 Armor, & +50 Health
O - Dps - Gains Faster attack, & Deals more DMG
O - Healer - +25 Mana & More DMG.
These only counts towards enemy mobs, not heroes.
O - When the Boss Teleports, the units around the Boss will actually take % Dmg when teleports. (All units)
O - Boss also has a TERRIFYING CLEAVE, that deals 300% Dmg to enemies beside him. So if you're tanking, you might want him to face the opposite direction of the attacks.
O - Boss Teleport only targets people within 1,000 Range.



O - Unprotected
O - Fixed Taunting Ward
O - Couldn't solve the issue with the Multishot
O - Semi-Fixed the error where units would not run for the center
O - Could not fix the error where units get [Elite] put in their name. (Can't figure out what caused the bug in the first place).



O - Added a random Boss ability
O - Added More health to Bosses
O - Added boss-type: Half-Boss meaning that 2 bosses spawn but with Half the Health of normal Bosses and deal 15xWave instead of 25xWave.
O - Added Sparta Boss round. Spawns 40 units with 1 HP but with normal Dmg to attack center.
O - Made Rescue Strike have 1 Charge and costs 5K Gold. Still can be used once only.
O - Replaced Necromancer's Quest with Abomination Quest. (Boss)

--
O - Fixed the Lethal Strike
O - Added "-Stuck" rewards the player 100G + 5 Lumber for having the bug. Used when your Hero gets stuck in the Tavern area.



O - Added Heroic Mode
O - Added 2 New Custom Spells
O - Added a 100 Gold Fee on "-Debug"
O - Fixed the Hotkey Error with Manual of Health

Heroic Mode: Tired of playing normally and winning so easily? (If you do)
Then feel stressed no more! for now, you can get screwed in matter of seconds!! :D
Good luck! <3


O - Fixed the Retrain Bug (Hopefully)
O - Removed the Stuck command.
O - After the game starts, units will be picked and moved to the Spawn area (If bugged).
O - Made Heroic Mode a bigger threat
O - Added a new spell
O - Removed certain areas blocking the Rock area to allow fewer bug issues with the Huge mob spawn.
O - Heroic Mode Update
-- Creeps have a 20% chance to deal Critical Damage based on Damage they deal.
-- Creeps have a 5% chance to heal based on Damage / Armor.



O - Added Boss System.
O - Added new Damage system.
O - Added 20% chance for the Shaman to have a Totem.
O - 25% chance for the Dark Ranger to resummon minion.
O - 20% chance for the Necromancer to have a Ghoul Minion.
O - Added special effects on all Hero units.
O - Removed slots 16 - 20. (They where bugged and unused)
O - Removed 2 Boss units from the MTF squad.



O - Fixed Ability Bug: Defend, (Now gives the ability)
O - Nerfed Dmg Heroes take from mobs (A bit)
O - Added a new boss for the Quest Giver.
O - Fixed Maim to make the unit bleed properly



O - Fixed Spelling Error in F9
O - Set the Bosses can be spammed, However, only one boss at a time now.
O - Added Reward System
O - Neutral Hostile gets stronger when Heroic Mode is enabled.
O - Captain now has 2 Footmen who spawn with him
O - Damage Indicators changed for Neutral Hostile & Monsters
O - Price for Summoned Dmg / Health upgrades has been changed. :)


O - Picking a Random Hero will now give you an option to pick a Ring or Randomize it.
O - Added a new item
O - Added back Shop Names
O - Added a Stats Exchange shop where you can sell your stats.
O - made mobs stronger
O - Made upgrades for mobs more expensive to make it worth more to upgrade.



Removed trigger command for Heroic Mode
Added delay for picking Heroes
Added Classic mode back to the List
Removed where u get gold for picking random medallion.
-- Now costs 150 Gold for that, Also you're able to get 400 Gold in replacement for not picking the Ring.
Upgrades are more expensive.



  • Fixed a few tooltip errors
  • Fixed Tome of Agility & Intelligence that gives +5 stats instead of 2 to actually give 5 stats.
  • Selling stats now gives 250 Gold instead of 300. (So it has a negative side)
  • When you click classic, at the end of the map, mobs will no longer spawn automatically.
  • Changed message on load up for the map. Added Quest Log for Updates.
  • When a Player selects Random Hero, you're going to auto-select your Hero so when you select your Ring or Necklace, you'll see what your Heroes main Stat is.
  • Added a timer, if player 1 does not select a game mode in 10 seconds, the map will randomize everything. To prevent player 1 (if he ever goes AFK) from causing the game to have issues.
  • When Randomizing your Hero, A message will tell you what you got. and what others got. When you select your hero, everyone will also get the message and know what you selected.
  • Added "-unallyall" command to unally all players at once, same with "-allyall" which allies all players instead.
  • Changes to the TK, You can attack allied heroes and units, however, you can not kill structures.
  • Mobs on Classic will actually get harder now.
  • Fixed a bug that units would get the wrong dmg set when spawning.
  • New Command for all players. "-AFK". Doing this command will auto-share all control of your units. Which you can take back full control when you select "Yes".
  • If a player does not select a Hero, they will be given a random hero. With no Ring or Necklace, and the "AFK" Detection will kick in and share control of your units.



  • Removed "Mobile Task Force" and "Swarm" mobs from the Boss list
  • Reworked items, Going to, later on, add more and work on more stuff
  • Added reward Grade system. The longer it takes you to beat waves on 50 waves. The less gold you'll receive at the end of the round.
  • Added an option for the host/hostess to turn off weather cycles at the start of the game.



  • Talent Specs for Holy Light and Feral Spirit.
  • Added Neutral Hostile mobs to roam around to add more to the map.
  • Added mob behavior for Neutral Hostile creeps.
  • Removed the spam from grade level.



  • Added Enchantress Hero, who has a 5% chance to reset all CDs.
  • Added Runes to the Castle.
  • Removed abilities from harming allies.
  • Added 2 new Host commands.
-- "-Kick" Gives the host the ability to kick players. (if they are trolls)
-- "-EndGame" Gives the host the ability to end the map. (If they so desire)

Enchantress also has a passive to slow enemies speed/attack speed. Also added in a punishment. When player keep dying will increase the time for their deaths



  • Mobs have slower attack speed (all of them)
  • Removed Random Game mode option.
  • Reset the dmg the mobs do and everything to default for the mobs.
  • Heroes get more stats from items.
  • Barbarian Rework: Every level up will give that hero +3 to a random stats. He has 25 Strength, 15 Int, 15 Agi. He will heal for strength x 4.25
-- Works on Less leaks. (Which is pretty important :> )
  • Added Super Boss back, With less spawn rate. This boss has more health, bigger, and does more damage. However, he is slower. Each Big Boss guy is slower than the others. Elites have faster attack speed, Bosses have slower, and Super boss has even slower.
  • Removed randomize medallion. I think it is useless. so I've removed it entirely.
  • Removed Courier from the game (it was useless)
  • When you get a hero you get a free 15 charge potion of healing
-- Taking suggestions right now. in the Discord.



  • Changes to Penguin: Heals you based on: Strength + Intelligence + Agility + (Max life of Hero x .60) x .40 (And) Restores 20% of your total mana. Has a 30 second cool down
  • I've added a lot more creeps to the list. your welcome.
  • Defenders who spawn now get the following: Captain - Defend (Level up per wave) + Devotion Aura (Level up per wave) Footman - Defend (Level up per wave) Archer - Multishot (level up per wave)
((Best way to even out the Footmen and make them a better defense group)
-O - Enraged Creeps. (normal spawn creeps): 15% chance to become enraged. Increased attack speed, Max Life + (Max Life * .45), Color is different with a bit or red, slower movement speed. Enraged creeps will reward players within a 975 Radius w/ 10 gold x hero level.
O - Elite groups now reward players on Kill. Creep Level x (15+HeroLevel) O - Boss groups now reward players on Kill. Creep Level x (25+HeroLevel) O - Super Boss groups now reward players on Kill. Creep Level x (35+HeroLevel) O - Legendary groups now reward players on Kill. Creep Level x (100+HeroLevel)
O - You will be given 1 Gold every 10 seconds. You can give 100 Gold to increase the income overtime if you wish. O - You will be given 1 Lumber every 60 seconds. You can give 1000 Gold to increase this by 1 overtime if you wish.
(Can buy this from the Gambler, which roams around. Command put in "-gamble" to ping the whereabout of the Gambler.
O - Defense Towers are now invul at the start (same with all units owned by brown in the center) They become vul at the start of the game.
O - When players type -income, it will show everyone their income for gold / lumber for 15 seconds.(edited)
You can type -Incomep (Income Private) to have it only show you your income. (if u want to keep it private.)
O - Every minute the Death timer will increase overtime. (To make it where death has a horrid penalty. Every 2 deaths will increase the death timer by 50 milliseconds.
O - 7+ new items: (Only works on enemies) [Swords & Weapons]
O - Sword of Greater Cleaving: On attack the Hero has a chance to deal damage to enemies within 175 of the attacked unit.
O - Paladin's Mace of Righteous: On hit has a 25% chance to heal the paladin for Max health of attacked unit x .05.
O - Call for Help (Legendary whistle) On attack has a 10% Chance to spawn a Footman, which has stats based on your heroes strength and agility. (Currency Items) [Fountain (by the enemy spawn area surrounded by villagers) has a 5% chance of spawning an item.]
O - Gold Coin, Can be used to purchase Heavy legendary items. O - Silver Coin, Can be used to purchase Medium legendary Items.
O - Copper Coin, Can be used to purchase Light legendary Items.
O - Pouch of Gold, When used will give the hero Random 1 - 200 Gold. (25 second cool down & Uses 150 Mana)
O - XP range has been decreased to 1500. (Help people who are actually holding their own to earn more rewards than those who are being AFK or not doing anything.
O - When Uther dies, Arthas will spawn corrupted evil and wanting to take out his revenge on the castle. It is up to the players to kick his ass. When the paladin dies in the corner a Death Knight spawns in his spot angry same as Arthas but not as strong.
O - When a zombie kills someone, they will respawn as a zombie with the health of the fallen.
O - Heroes have Alignment that is random.
--
(When Lawful neutral & Lawful Good Heroes kill an Chaotic Evil person, They are rewarded xp.(These only work on enemies, not allies)(edited)
If Chaotic Evil, Lawful Evil, & Neutral Evil heroes kill a Lawful Good unit. they are rewarded XP. (These only work on enemies, not allies)
If Neutral Kills Lawful Good / Chaotic Evil they are rewarded.



O - Bosses now have special stuff.
O - New Hero Randomization
O - Added storage area(Temporarily)
O - When Uther dies, Arthas spawns. When the other paladin dies, a Death Knight replaces him. When the second boss dies, You get thrall to assist you in combat.
O - Uther Command: "-gohomeuther" will force Uther to return to the center when going too far.
-- that is all for this patch



O - There will be no more updates to this map, Blizzard's ToS has made me mad. G'day, hope you enjoyed it while it lasted.



O - Removed useless shop
O - Fixed the Spell Retrain



O - Hopefully fewer desync possibilities
O - Removed 20 Neutral Hostile spawn. The timer has been set to every 65 seconds to move them.
O - Removed some useless coding
O - Changed boss spawn locations. (they're random now)
O - Changed Arthas to doing more damage but boss cleave isn't there anymore.
O - Lowered Abomination from necromancer Kelthuzad.
O - Added a timer for the Sell stats to prevent people from scamming the repick.
O - At the end of the game, Every 30 seconds the respawn timer will be force set to 10 seconds so players can still have a timed penalty.
O - Fixed the defeat for actually turning off all triggers.
O -- First-ever upgradeable item shall be the Pouch of Gold. It'll upgrade Twice! First pouch 1 - 200 Gold. Level 2, 100 - 350. Level 3, 200 - 500.
O -- Fixed boss Spawn O -- 50 Waves now despawn allied troops
O -- Nerfed creep spawn for endless
O -- Mana pots now have no cool down.
O -- & Damage/armor of minions has been increased price.
O -- Updated my Description, Updated the Loading Screen, And Updated the Discord Link to be more clear.
O - Made Kel'thuzad more of a threat than normal when losing health.
When his second phase hits he will summon elite zombies. which have increased dmg and health.
The third phase, he will summon a pack of skeletons and a Skeletron Elite (BIgger than the others)
In the fourth phase, he will summon 5 necromancers and one of them will be an elite head necromancer.
O -- Important Added command -revive, so you can respawn yourself with a cost of 35xLevel gold. :)



O -
O - Mask of Death is now upgradeable.
O - Claws of attack +9 can be merged. 9, 18, 36, 72.
O - Ring of Protection can be upgraded up to +20 armor. Which can be merged for +40 armor. Which then can be altered with a Khadgar gem or Pendant of Mana.
O - Some creeps have slow projectile speed and can be dodged.
O - New Items: Clock of Time Freezing (Dropped by the first boss and can not be dropped / can not be dropped and when carrier dies, it drops.)
  • - Hero Annihilator Which does critical damage versus Heroes.
  • - Stone of the Summoner which a-pon use will increase all allied summoned units attack speed by 100%.
O - Summoned units now increase damage and health as intended but raise dead.
O - Claws of attack when at 72 bonus damage can be enchanted with an orb of lightning which will make it into a new weapon.
O - Maxxed out tier items can be bought from the Premade Merchant.
--- More coming soon.
O - Added 15 player slots
O - Removed Darious / Arthas boss fights
O - Added more pauses for the bosses on raging.
--- More coming soon.
O - Now the revive system is working. AFTER SO LONG It's finally working.
O - Circle of power. Apon Defeating the Terran Guards now can summon the Titan of Rocks. Which is based on your health x 3. Dmg x 5.
-- Defeat of the Titan will increase neutral hostile health by 10%.
O - Terrain colorations have been increased
O - All bosses pause before attacking.
O - Nerfed Guard Tower Range
O - Increase the dmg/health of minion upgrades
O - Background sound has been changed to Psychotic
O - Ents on Tyranda are much harder now.
O - Added more items
O - Added a quest log for explaining how to use: Upgrade / Merger



O - Fixed more leaks
O - Added a proper message when your hero dies
O - Fixed Peasant to not attack for no reason
O - Added minions who spawn on the boss waves for 50 waves.
O - Added quests that can help make your hero stronger every time you turn it in via Quest Giver located at the Hunter's Camp.
-- You can type "-Kills Elite/Super Boss/Boss/Archers/Murlocs" (exactly the command. Ignore the / between them, they are separated.) To find out how many kills you have that can be used to gain Gold / XP. Must be your kills ONLY.



"What does [DD] stand for?"
DD stands for Damage Detection. I am trying to see how well the map can hold under heavy fire. For example, I want to make it where the map has a backstab dmg. Using the Damage Detection system made by Bribe. I want to see how well I can use it and how well the map can hold it. (If you know anyone who can help out with Damage Dealing and etc.. let me know!)
In this version of the game, you'll find fewer leaks, fewer lag spikes, but you'll take quite the beating from huge mobs when turning your back. (DO NOT turn your back to them..)
"Why does everyone keep stabbing me in the back!?"
"Because it's easy... and it does a lotta damage."
--
-- 10 new items and 6 newly modified items.
  • Obsidian Ring: Stacks dmg based on negative buffs on the attacked enemy.
  • Trident of Armor Breaking: 20% chance to deal 2x the armor of the attacked enemy.
  • Warsong Battle Drums (Moded): When summoning units, 30 mana each will increase dmg of the summon by 1.
  • Gloves of the Magician (Moded): Increase the health of summoned units by 1% for every 50 health the caster has.
  • Slippers of Agility (Moded): Reduces the attack speed of the summons by 1% for every 6 agility. (Does not go past 40%)
  • Shield of the protector: +4 Armor, +500 Health, 20% of all damage taken will be reflected by the attacking enemy.
  • Gem of Mana Restoration (Moded): Upon taking lethal damage, sacrifice nearby summoned unit and restore 20% of its health.
  • Gloves of spell mastery (Moded): Deal between 50% - 200% spell damage every time you deal damage with a spell.
  • Berserker Spear: Gain an additional 2% attack damage for every 1% health missing up to 200%.
  • Spear of the Night Guard: Basic attacks deal 3% of the heroes' maximum Health as damage.
  • Spear of the Skeleton King (Moded): When getting a final blow. The dead will raise as a skeleton and serve the Skeleton King once more.
  • Grom Hellscream's Axe: Modified Night Guard's Spear. However, it does more dmg and gives +30 Str, +20 Agi, and -15 int.
  • Orb of the Righteous: Deal 1% bonus attack damage for every 1 armor the hero has.
  • Hammer of Eternities End: Gain +10 Str, +15 Dmg, When attacking enemies every 5th blow will deal 250% of your damage.
  • Heart of Ever Lasting Harmony: Increases mana regeneration by 120%. Every 6th spell cast will heal a nearby ally for 75% of your total mana.
-- 5 new spells, Kamehameha, Tesla Coil, Meat Hook, Grapple Hook, Wandering Souls.
O - Backstab only works for Heroes who are allied with Brown.
O - Added a DPS Meter.



Talent Spec: Starfall, Rejuvenate, & Big Bad Voodoo
Updated Wand of Illusion, it is now calle Mirage Axe - Apon summoning a unit it has a 50% chance to summon and illusion with half health. The axe also allows you to create an illusion and gives +35 damage.
O - Removed the Backstab system, Removed Announcements, & Removed the annoying DPS meter that would kind of get in the way.
O - Reset all basic hero stats. (Nerfed Chaos Dmg)
O - Added Big Bad Voodoo to the spells. (With a talent spec that reduces its CD by 100 and requires 100 mana.
O - Removed the FFA at the end and added a 25 second relax period before closing or victory condition.



O - Infernal Stone now lowers the CD of Rain of Chaos by 100 seconds.
O - Gauntlets of Strength now lowers the CD of Thunder Clap, Mana cost, and increases the dmg it deals by 60.
O - New Talent: Animate Dead, Summons a powerful zombie when you bring back the dead which lasts for 3 minutes.
O - New Talent: Shockwave, Decreases the Cool Down, Mana cost, and Increases the damage.
O - New Talent: Flame Strike, Decreases the Cool Down and mana cost and Increases the damage it deals by 60.
O - Changes have come to the Enchantress, she now only has a 5% chance to reset the spell she casts and finishes casting. otherwise, it will not count if she cuts it.
O - new item: Book of Evelas, Gives the hero a 30% chance to reset their last fully finished spell. (Does not work if you move before done channeling or casting)
O - updated Holy Light talent to reduce cd, mana cost, and increase healing dmg.
O - Added new item: Ring of Mana Siphoning. Much like the Mask of Death, this item will give you Mana based on your Base Dmg (exclude bonuses) times .15 and gives it to the hero in mana. This item also has a spec bonus to blizzard reducing mana cost / Spell CD
O - Mantle of Intelligence +10 now specs for Chain Lightning



New Talent Specs: War Stomp, Avatar, Crushing Wave, & Summoner's Aspect.
O - Removed the following: Background sounds, Gamble Upgrade/Item.
O - Added the following: Gamble VimpGreed/WtiiGreed/TheSilverHandGreed/Roullete
O - Changes to monsters and level 1 creeps.
O - Auras have been buffed once more.
O - Gaunlet of Strength +6 will boost Stun Bolt.




O - Creeps -> Super Bosses no longer get damage boosts.
O - Level 4 Bosses abilities are different now. They're based on the stats of their target. AND IF the hero has Crit / Bash their level of the ability is equal to their target. Meaning.. Crit is doomed
O - Level 5 fel guards / fel beasts will get random spell for: Cleaving, Bash, Critical, and Evasion and its level of ability is based on the creep level. Some with higher levels.
O - Boss deaths no longer say nonsense and you get rewarded more from them.
O - Heroic mode changes: Removed the creeps on kill increase dmg effect.
O - Allied spawn waves are random between 160 - 200 seconds (Improved their spawning system so it doesn't leak "as much", while changing the model of the Footmen Captain to the actual captain model. And did some changes to bosses and gave them a higher chance of being enraged.
O - Changes to bosses (Again)
O - Changed small things around the map
O - Removed useless Regions
O - Fixed Gambling Addiction to work properly now.
O - Renamed a Broken spell to fit with the broken spell.
O - All units do full damage to heroes now. But their attack damage will not be improved.
O - Uther's model has been reset to the default uther.
O - Uther has special boss moves
O - Added 2 new Heroes, Sniper & Flying Machine
O - Added 3 new items which are bosses items
O - Almost all heroes drop items as rewards
O - Added Talent spec for Fan of Knives
O - Buffed up rain of fire, does way more dmg now.
O - Nerfed Cleaving attack, max level does 60% instead of 120%.
O - Added "-gohomedarious" command
O - Removed random buildings around the castle and nerfed Uther and Darious
O - Sniper gains 25 range / acquisition per level
O - Flying machine drops land mine on level
O - Titan reward, upon spawning him he will reward the players on kill 2-5 random stats for all stats and +200 Gold. Made him harder, Added random titans who spawn on him now.
O - 3 New Talent Specs, Aspect of Frost, Champion's Will, & Healing Mastery Spec
O - Divine takes full hero dmg and spell dmg.
O - Gamble Addiction now rewards XP from winning
O - Uther no longer pauses and goes invul after he's triggered.
O - Fixed Poison and Breath of Frost being forever on the heroes.



O - Removed bonus Gold from elites, bosses, etc..
O - No Pouch of gold (in this version)
O - Removed extra gold you get for randomising.
O - Removed all the big gold rewards for selling your random'd ring.
O - Removed Allied income / Allied lumber / Lumber income
O - Removed a lot of the shops
O - 5 shops: Starting Items, Tanky Wares, Damage Wares, Support Wares, & Summoner Wares
O - Added the 4 defense towers close to the castle.
O - Renamed castle to Guardian's Castle
O - Castle has a guardian's essence which heals. (Upgrades when you upgrade allied troops)
O - Removed Damage Increase / Armor increase for your summons.
O - Changed models of all spell shops so it's a lot easier to understand. (Renamed em too)
O - Changed model for Gambler and made them on team brown so u can find them easier.
O - Heroes now get +5 lumber per level up instead of it being 10. (Makes it harder to get a max level spell right away)
O - Removed lumber income completely.



O - Firelord: Every 100 Stacks gain 1 Intelligence
O - Dreadlord: Every 60 Stacks gain 1 Agility
O - Ranger: Every 100 Stacks gain 1 Agility
O - Orc Shaman: Every 80 Stacks gain 5 Int (Killing and ressing a ward will reset the stack)
O - Necromancer: Every 75 Stacks gain 5 Int (Killing and ressing a ghoul will reset the stack)
O - Dark Ranger: Every 60 Stacks gain 5 Str (Killing and ressing a servant will reset the stack)
O - Warden: Every 90 Stacks gain 5 Agi (Killing and ressing a warden will reset the stack)
O - Elven Paladin: Every 90 Stacks gain +3 Str (Killing and ressing a archer will reset the stack)
O - Barbarian: Every 90 Stacks gain +2 Str.
O - Huntress: Every 100 Stacks gain +2 Agi
O - Flying machine: Every time the attack damage resets you'll gain +1 Agility.
O - Sniper: Every 60 Stacks gain +1 agility.
---------
O - Gnoll Healer: Every 50 stacks gain +2 Intelligence
O - Added a command to hide reinforcements timer.
O - Fixed a bug were Warden and Elven paladin wouldn't spawn a dead unit properly.
O - Added a few recipes and fixed more bugs
O - Changed the creep wave timer stuff to work properly now instead of a few second delays



O - Rework item recipes etc..
O - Removed 50 waves
O - Redone the name of heroes from random option
O - Added a way to end the map faster by Killing side bosses.
O - Removed runes from the Castle & Shop itself: Hardly EVER was used.
O - Added Cards: Adds more uses for your heroes.
O - Added 2 new items: Some bosses have items and some do not. This just adds more to the list. Also, the boss item drops have been set to a 3/10 chance to drop.
O - Worked on some of the items: Some items were useless, so I removed some useless items.
O - Added recipe requirement for the most powerful item: It's not fair for some people to get op items off the bat. so I've added a way to prevent it.
O - Added a memory leak checker and Destroyer: Late game will get very laggy. LIKE VERY LAGGY. And I just added a way to lower the chances of it being bad. (edited)
O - Removed the castle's ability on damage: It was buggy and caused lag sometimes.
O - Fixed the Doom Sake Skull EE: It was bugged and I found out what was wrong and fixed it.
O - Added a way to end the map sooner: If you kill the side bosses - "Rifle Sgt, Mountain King, Kel'Thuzad, Varimathras, Rokhan, Brewmaster, & Beast Master" the final boss will spawn with his default health, etc... and when he dies the map will end.
O - Brought back dmg/health upgrades for summons. Made all creeps have the dmg/health upgrade. The creeps for the attackers will gain 1 upgrade every 180 - 240 seconds randomly.
O - Removed the spawn limitation for everyone. they're not vulnerable on spawn and your hero can enter their spawn now.
O - Reworked some of the Hero classifications on the random hero.
O - Added a new Challenge, Militia Commander: - Shadow Strike: Deals 8.5% of the target's health every second for its duration - Toss: Deals 25% of the target's health and takes them to the Commander. - Special: When the commander is attacking an enemy he will gain 3 mana points. Every time he attacks an enemy and their health is below 25%. He'll deal 4.5% of the heroes max health in damage. Reward: 750 Gold and 250 XP. Oh, and every 10 seconds he summons a militia to help him.
O - Added events that occur at random.
  • Militia swarm: Spawns players active # of Militia to attack the middle.
  • Enraged Vampire: Spawns 8 Vampires who gain 100% damage back in health with a very fast attack.
  • Zergling Boss: Spawns a powerful boss zergling with 27500 Health and deals 175 dmg.
  • Zergling Swarm: Spawns 25 Zergling with 1 Boss zergling - Siege Assault: Spawns players active # of Demolishers, Elite Mortar Team, Siege Engines, & Refined Glaive Throwers to assault middle.
  • Hero Graveyard Party: Teleports all heroes who're in the middle to the Graveyard were a boss spawns for 125 seconds.
  • Gold Reward: Gives the players 1.27x their gold.
  • Gold Reduction: Subtracts 300 gold from all players.
O - Added 2 other Cards to the card dealer, one that summons random skeletons on nearby enemies and one that summons corpses on allied heroes.
O - Fixed a bug were upgrades weren't working as intended.





12/18/2025

Removed Hero Special(s) // Ressing your hero is no longer available on Normal+ Difficulty // Removed Long Shop Ranges // Sell at 70% // Players can get 8 Spells Now // Thunder Clap / War Stomp now only affect units and Nonhero // Bosses are TOUGH. // Removed Gambling Options // Infinite Gold Coin now has a 3 sec cd // Removed Attributes from being added to your Spell DMG. Changed Tank Armor to be NOT so tanky, it only has 10% Reduction that Hero armor has. Damage Types have changed from being pure Chaos or Hero to bieng Magic, Pierce, Normal, Chaos, Hero for different hero types.





12/21/2025

Nerfed a few Hero Specials, Nerfed a few Items, Upgraded Bosses to make them Stronger, Added an Huge Health Pool / Damage Pool for mobs when they first spawn, decreases after 5 seconds, Added back Unique Lanes, Nerfed Critical Strike.





12/22/2025

Tooltip Error / Bugs / Unique Lanes / Creeps spawn doing tons of DMG which fades overtime / Crit was nerfed / Few Item abilities nerfed / Bosses Upgraded / Wandering Creeps are back / Coming soon: Events / Added Unique modifiers for Roles (Tank/Dps/Healer)





12/24/2025

Fixed Arcane Hunter and MS not working together, Added Easter Eggs, Added Presents back, Barrels, and Crates, Added back the Item Modifier (Costs wood now), Added new Bounty system, when you get a Kill, 5% of your Income is added to the Bounty, Killer's Income is used and reward is given to everyone. Income has been changed to every 10 seconds, and Bosses are Nerfed, removed their Rage abilities. Changed Icon for the Spell book to that of an original spell book. Added a terrible event that occurs when you break 4 levers. (Wont tell you which.) If player 12 (AI) gets a kill, the bonus wont be applied, only Players can get the Kill and will be rewarded. Reward is equal to: Bounty + Income, RTD: If the roll is higher than your Luck, then player will get base bounty, IF the roll was UNDER, they will get 2x the bounty amount, IF the Roll was EQUAL to your Luck, you will get 3x Bounty. This will only be possible once again players. Added Tank Belt to the Item Modifier, Item Mod has been reimplemented, however, it no longer needs gold to be upgraded but instead 400 Lumber. Lumber is only gained from Kills which does count if u grind at Maroon or NH creeps. Since Item mod is pretty broken, the price for lumber is fair IMO. More lanes = more lumber = more profit. GOLD coin was rebuffed from 3 seconds to 1 second, which instead of doing /2 the value, it will now give full gold instead. So now all players will be happy together. :) Changed some other things around the map, GOLD INCOME has been changed to 10 seconds. The Mirrage Axe changes: You can now do Illusions of any mob including hostile mobs, the Illusion will ONLY do 70% DMG and will take 30% more damage. I have added in 5 new mobs to the mob spawner, I added Arcane Vault as a hostile mob, Scout which is just a doggo, I also added in Karen and Kyle, Karens will have the ability to throw boulders, but their dmg is very low so it wont do much of an impact, it will be funny to see people react to this, hope it ok.





1/31/2026

  • Reduced map size back to past size (I tried to bigifiy the map again and it caused FPS Drops.
  • Pack dog / pack dragon collision has been changed to being the same as Pack Horse.
  • Added back Guardian Hall, Upgrading it will give allied building armor increase.
  • When a Tower dies, Barracks will be vulnerable and once all barracks are dead, Castle goes vulnerable.
  • Restoring a tower, will heal the barracks (if alive) back to max health.
  • I have added new Icons to Wrench Upgrade, Pouch Upgrade, Glyph of the Pouch, and many other items, so they are more unique.





5/5/2026

  • Reverted Hero purchase back to Tavern, Randomize Hero will reward you with a Medallion
  • Fixed a bug where Certain items / Spells where not Proccing correctly.
  • Brought back some old "Specials" that heroes had that made them unique
  • Removed a few heroes from 27 -> 18 and Removed some unwanted heroes that took up some space and unwanted.
  • Removed the Tank/Dps/Healer Roles
  • Shrunk Player count from 16 -> 8
  • Added a new feature, "-str/agi/int ####" lets you buy a flat # of tomes and it will inform you of how much gold you need in order to make this purchase.
  • Taking inspiration from map version 26.





5/8/2026

  • Changed the Hero Specials to make them more unique from one another, each hero is meant to have a certain playstyle that the player can feel when they are attacking enemies. They're meant to feel unique and fun.
  • Bosses have been buffed with a large health pool.
  • Creeps spawn with a huge health/dmg/armor boost to prevent creep farming, they're given 5M HP, +35K DMG, & 1000 Armor, which will drain over 6 seconds and act as if nothing happened.

does anyone even read this?





5/23/2026

  • Necromancer now has a 3/10 chance to Convert Skeleton Warrior.
  • Boss Health Reduced
  • Boss Money Reduction (Returned)
  • Boss big rewards for higher difficulty
  • Changes on Waves per difficulty.
  • Added back Enraged Creeps
  • Brought back Host (red) commands for Difficulty and Lanes.
  • Reverted Heroes attack types back to Hero.
  • Added Tome of Attack Speed for Reducing Hero Attack Rate Cool Down.


Contents

MC Line Wars V0.09 (Map)

Mercenaries Call V50.9 (Map)

Reviews
deepstrasz
Be sure to complete the credits list: Resources in Use by Custom Hero Defense[TSH].18.8C | HIVE Names are missing. Some heroes have a native ability, some don't? Mostly Warcraft III material was used. When learned, Critical Strike has an active...
Be sure to complete the credits list: Resources in Use by Custom Hero Defense[TSH].18.8C | HIVE Names are missing.

  1. Some heroes have a native ability, some don't?
  2. Mostly Warcraft III material was used.
  3. When learned, Critical Strike has an active ability icon. Other spells in the shops even though passive should look active like when you learn them and look passive after they are learnt.
  4. Since everyone can choose whichever spells they want, there isn't that much diversity or uniqueness between heroes.
  5. Not sure if intended but the unselectable people are hunting neutral hostile units around the map.
  6. What does [T] mean before or in enemy names?
  7. Never heard of * for the temperature sign. Must be this map universe's scale.
  8. Not sure if spamming [Elite] multiple times in the murloc's name is a good idea.
  9. The gnoll boss came from the west and went somewhere to the north and then came from there. It didn't shoot any Shadow Strike.
  10. Not sure if it was necessary to replace the command card icons especially as they look passive now. Could make them active with: Button Manager v1.8.2
  11. Some times enemy waves don't come together. Some elites go over the map for some time before deciding to come to the center. Talking about the orange [Elite] [Elite] units or even more [Elite] [Elite] etc. units. They go to the northeastern camp where there are some tents and a small circle of power, try to get out of there passing the bridge but they return again to the circle multiple times. Because of that, they always get an additional [Elite] in their name until the whole name can't be read anymore. Same with bosses for some reason.
  12. The Sea Elemental boss has the same abilities as the gnoll boss?
  13. Then a harpy elite appeared and started doing the same only it came as soon as going once to the circle.
  14. The Sea Elemental boss came, attacked the castle two times, went a little towards the left and stopped.
  15. A gnoll elite went trough the north path and almost got killed by the Locust/unselectable allied units. One was killed in the southeast.

Not sure how this will play out in 21 players, hopefully not lagging.

So while this could be fun, it's buggy.

Approved.


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.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Be sure to complete the credits list: Resources in Use by Custom Hero Defense[TSH].18.8C | HIVE Names are missing.

  1. Some heroes have a native ability, some don't?
  2. Mostly Warcraft III material was used.
  3. When learned, Critical Strike has an active ability icon. Other spells in the shops even though passive should look active like when you learn them and look passive after they are learnt.
  4. Since everyone can choose whichever spells they want, there isn't that much diversity or uniqueness between heroes.
  5. Not sure if intended but the unselectable people are hunting neutral hostile units around the map.
  6. What does [T] mean before or in enemy names?
  7. Never heard of * for the temperature sign. Must be this map universe's scale.
  8. Not sure if spamming [Elite] multiple times in the murloc's name is a good idea.
  9. The gnoll boss came from the west and went somewhere to the north and then came from there. It didn't shoot any Shadow Strike.
  10. Not sure if it was necessary to replace the command card icons especially as they look passive now. Could make them active with: Button Manager v1.8.2
  11. Some times enemy waves don't come together. Some elites go over the map for some time before deciding to come to the center. Talking about the orange [Elite] [Elite] units or even more [Elite] [Elite] etc. units. They go to the northeastern camp where there are some tents and a small circle of power, try to get out of there passing the bridge but they return again to the circle multiple times. Because of that, they always get an additional [Elite] in their name until the whole name can't be read anymore. Same with bosses for some reason.
  12. The Sea Elemental boss has the same abilities as the gnoll boss?
  13. Then a harpy elite appeared and started doing the same only it came as soon as going once to the circle.
  14. The Sea Elemental boss came, attacked the castle two times, went a little towards the left and stopped.
  15. A gnoll elite went trough the north path and almost got killed by the Locust/unselectable allied units. One was killed in the southeast.

Not sure how this will play out in 21 players, hopefully not lagging.

So while this could be fun, it's buggy.

Approved.


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.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/


O - When it comes to 21 players, I have played it with a few people. The map didn't have any lag and no one got upset with it.
O - I gave credits to the stuff I used, Not the ones that aren't used. And even if I missed some1, I will need to find out what I missed. ( A lot of the models also come from Blizzard entertainment, like 90% of the Icons. )
O - I used button manager for the Intelligence / Strength / Agility Icons on players.
O - Yeah... I'm not sure why but a few of the units are ordered to attack the Dwarven Hunter Camp, I fixed it when I last used WE, but I'm trying to figure out what is causing all the bugs...
O - I use to give all heroes a special perk, but I removed most since it was kind of hard to find a good perk for them. The ones who still have it make them unique compared to others. Like for instance, Necromancer on Kill gets a ghoul, dark ranger gets a minion, and mage has spalsh.. etc... It's just for a more unique pick.
O - [T] = Tank, = Support, [D] = Damage Dealer.
As I have said above.
O - I know there is a few more bugs such as the Barrage, And others. Idk how it got bugged since it was using standard abilities. Maybe it's just my luck?
--
If you find any more bugs and etc.. Please alert me, I'm trying to fix the map, but damn these bugs are annoying af.
 
( A lot of the models also come from Blizzard entertainment, like 90% of the Icons. )
Mention that. Anything used that's not in the original game should be credited.
I used button manager for the Intelligence / Strength / Agility Icons on players.
That's like totally something unrelated, except for the program thing?
The ones who still have it make them unique compared to others. Like for instance, Necromancer on Kill gets a ghoul, dark ranger gets a minion, and mage has spalsh.. etc... It's just for a more unique pick.
Well, use your imagination. Also, the necromancer and dark ranger basically have the same trait.

For bug fixing, you have to test, test and test.
 
I didn't really liked spell shops. It is overwhelming and adds complexity where it's not needed. Any classes can picks up any spells making the game
If a player with a large hitbox stays on top of a NPC, the NPC is not accessible any more.
There is a typo in the command help menu, see screenshot.

But the map is very cool to play.
 
I didn't really like spell shops. It is overwhelming and adds complexity where it's not needed. Any classes can pick up any spells making the game
If a player with a large hitbox stays on top of an NPC, the NPC is not accessible anymore.
There is a typo in the command help menu, see screenshot.

But the map is very cool to play.
Thanks for that. I've fixed it already. :)
 
I found a few bugs:
1. Crown of King is not in any shop (at least I didnt see..)
2. some invulnerable unit comes to attack our base and he is also a healer....we can't even kill him
 
I'm done working on maps. I've spent years developing stuff, and now blizzard won't let me have fun making them. If anyone wants to work on the map feel free to continue it off where it was.

(I've asked Geno if he can fix the map before I update the map. I've no longer got Battle.net launcher or the game installed. Anyways we'll see if anyone can fix the map.)

(And I lied, I love wc3 too much to just leave it... even if blizzard is the gateway to the Abyss.)
 
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?ice map with a lot of work, unfortunately I hate when having to pick my spell I prefer surprising heroes with abilities already put but I wil put a good rating.
 
Appreciate it. Hope you had at least some fun playing it. otherwise, what's the point of leaving a positive review if you didn't really like it, ya know?

Great you appreciate my short review.
Well I'm thinking "I should rate something for what it is not what I like or dislike", like food or books critic, they rate by the effort and talent, even if a judge don't like tomato and a cook did a surprising mix of tomato in a cake, he can put a good rating.
So that's what I did :xxd:

If you have maps in the same type optimized with solo don't hesitate to tell me :)
 
Review:
Gameplay : spell shops are overwhelming and adds complexity where it's not needed. But other gameplay aspects are fine and make the map fun to play for me.
Map Layout (eg terrain): The terrain is beautiful, you have skillfully used different terrain brushes of WE to create amazing landscapes. Doodads/props are also placed in a skillful way.
Conclusion: Its a good map overall, but there is still room for improvement. 5 out of 5 stars.
 
hmmmm I don't get all this good reviews. With 4 Players tested 2 lanes and got heavy steamrolled... You just even as tank die almost instant to wave at second wave.

current state unplayable due to difficult

tested the 45.5 map version (when you download you get 3 different maps???


gonna change rating when changes are made.

EDIT 28.05.2024: Added screenshot from 45.6 versions, see yourself, unbalance and performance isn't that great
First boss has 120k hitpoints (while your basic attack deals like 500 dmg :D)
 

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Thanks for another interesting map. Three small suggestions:
1. Game Difficulty: Could a lower game difficulty have longer attack intervals or weaker monster strength? (Retry attempts are mostly useless because once the defense towers are destroyed, they cannot be restored.)
2. Can defense towers be upgraded? If so, where to upgrade?
3. The initial skill "Mage Armor" of Hero Lieutenant causes the hero to be knocked back for a long time after being attacked, making it impossible to respond to any actions for a period. Could this feature be removed?

I'm a solo guy :D
 
Thanks for another interesting map. Three small suggestions:
1. Game Difficulty: Could a lower game difficulty have longer attack intervals or weaker monster strength? (Retry attempts are mostly useless because once the defense towers are destroyed, they cannot be restored.)
2. Can defense towers be upgraded? If so, where to upgrade?
3. The initial skill "Mage Armor" of Hero Lieutenant causes the hero to be knocked back for a long time after being attacked, making it impossible to respond to any actions for a period. Could this feature be removed?

I'm a solo guy :D
1. I can add in some sort of Difficulty Vote to the map, monster attack speed was set to being lower back in older versions, their movement speed is reduced but will get faster as they enter the Circle (you lose lives) and so fourth, but yeah I can reintroduce those options, maybe if you want, I can add in a vote for the spawn length of the mosnters, they are usually set to 8 second spawn intervals by default.

2. I will reintroduce the system where you can upgrade towers, you used to be able to upgrade them in once again older versions, you can also get a repair wrench and repair the towers to keep them around. The map isnt EXACTLY designed for solo play as I recommend at least 4 players, but if you prefer solo, that's up to you.

3. Yeah I witnessed someone playing the Lieutenant before with Mage Armor, but i thought it was their abilities breaking or something. I'll remove that from his arsenal though. thanks for the heads up.

Any other suggestions are 100% welcomed, I will update the map later and add them into the upcoming version of the map. Currently I introduced 2 new items, Shovel & Pickaxe, shovel costs 1250 Gold and will give you a 1/10 chance to get items, 6/10 chance to get a level 1, 3/10 chance for a level 2, and 1/10 chance to get a level 3 item. I pushed for gold upgrade changes to the Rings and the pickaxe will be used later to allow players to craft certain items or unique things later on. we'll see what the future has in store for the pickaxe :) Thanks for playing my map!
 
Been playing this for the last couple days, have found some things that do not work in my playthroughs, Incinerate seems to not do damage to certain mobs, but will do damage to other's such as zombie etc but won't work on a bandit spearthrower
Burning Oil will not destroy the barrels inside the starting zone, i believe it might not even work against the crates inside the base
Pack Dogs model will not fit in the west side defensive position where a mortar team and archers are, same goes for flame keeper.
Gallen Blackthorn will mind control the Militia hero and spawn millions of COA Peasants and crash your game



Another thing, does boosting team or private income matter at all? it seems to me that it doesn't do anything at all
Buying the Upgrade for Conjuration does not work at all
 

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Been playing this for the last couple days, have found some things that do not work in my playthroughs, Incinerate seems to not do damage to certain mobs, but will do damage to other's such as zombie etc but won't work on a bandit spearthrower
Burning Oil will not destroy the barrels inside the starting zone, i believe it might not even work against the crates inside the base
Pack Dogs model will not fit in the west side defensive position where a mortar team and archers are, same goes for flame keeper.
Gallen Blackthorn will mind control the Militia hero and spawn millions of COA Peasants and crash your game



Another thing, does boosting team or private income matter at all? it seems to me that it doesn't do anything at all
Buying the Upgrade for Conjuration does not work at all
- I will look into Incinerate / Burning Oil
I have fixed Pack Dog model collision being the same as Pack Horse.
I have updated Gallen in latest patch. I will do some testing W/ Incinerate and Burning Oil, There was a bug with his Trigger that I forgot to remove, it would constantly repeat the cycle and I fixed to only happen once. He does Mind control heroes in general, but its only for 10 seconds.

Boosting yourself will grant +2 Gold income per 10 seconds, Doing it as a team will reward everyone w/ bonus to their attributes as you use it. When you kill a mob, 5% of your gold income is added to the bounty kills given to all players.

Example: Unit dies
5% of Gold Income + Random# 6-12 = Bounty, it is given to everyone.


It depended on what role you play, if you are a Tank, your conjuration is 0.85 (In latest patch which I am working on atm, Everyone will start @ 1.0 on all stats instead of having unique modifiers, I wanted to see how much of an impact this has done, and having below 1.0 on conjuration causes this bug, since you can NOT multiply health by 0.08 because its equals to 0. Therefore, I am working on a solution and I have decided to revert this modifier.


If you have any other issues, please let me know and I will actively make changes as I go. Thanks! :D

Ps. If there is any changes you would like, please let me know. K Thanks!
 

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Dark Summoning now not teleporting your hero View attachment 573035
Dark Summon was made to only affect nonhero units, its states it on the tooltip as well, it was changed this way because it would bug out your hero if they died and you tried to use the summon on your hero, it would permanently freeze them. you would not be able to resurrect at all.
 
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