• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Minotaur's Labyrinth v1.6

This bundle is marked as high quality. It exceeds standards and is highly desirable.
----------Shadow Fury Presents----------

Minotaur’s Labyrinth
Created by Shadow Fury

Map Info:

The Minotaur's Labyrinth offers an exciting horror experience to live out either alone or with your friends. The game is based on the greek mythology where you will fight the beast called *The Minotaur* in his large maze. Dare to venture in the obscure creepy atmosphere of the monotone maze in the role of a hapless villager and be careful not to get caught by the Minotaur! If he spots you, you must try to outrun him unless you want to become one of the many hundred corpses. To escape from the labyrinth, you shall not search for the exit, there isn't one! You must find an item called *Despair* and give it to a person called *The Cultist*. This is a pretty difficult quest so there's an alternative; kill the Minotaur! There are several items and weapons all around the maze to help you accomplish this task. Teamwork and cooperation are very important since the Minotaur is very strong. Only a group of heavily armed villagers may hope to slay him.

Features:

A thrilling, frightening and challenging gameplay experience which promises to give you intense fear
A dark terrifying monotone ambient to let you get lost easily while running around desperately
Real life resemblance. As you pick items, you'll see them worn on your own villager. Cool right? But what makes the game more realistic is that you can only pick one weapon per category, something not present in most Warcraft maps. For example, you cannot pick a sword and an axe or two shields. This means that you have to choose wisely the items you keep and throw away. One final real-life-like feature is the lighting system. If you manage to find a torch, the atmosphere will be less dark for you and for all the players around you
A lot of items, including books, logs and diaries to give you information or help you with your quests, and weapons to fend off or even kill the Minotaur
A secret chamber which can only be entered by finding a bloody key somewhere in the maze to unlock the gate closing it. It keeps something unknown to humanity from centuries because nobody ever managed to find it, will you discover it?
Up to 10 players can play the map. This can be played single player or multiplayer with a full house, at your preference!
Smart AI for both the villagers and the Minotaur, meaning that you can still play with other 9 computerized villagers in single player
A lot of characters to meet who will help you to kill the Minotaur or even escape. Some people, however, will only accept to help you if you give them something back or accomplish a task for them.
Areas of thicker fog. Keep away from such regions because they slow you down, providing a precious advantage to the Minotaur for slaying you
Various game modes which are the following:

  • Beginners Mode
    This is the mode for first-time players and novices. If you want to practice, this is the right mode for you. More items spawn, the Minotaur will take more time to be released and will move slower. Trust me, this mode is really straightforward

  • Normal Mode
    This is the common mode whose gameplay has been described above
  • Hardcore Minotaur
    Same as normal mode with just some little exceptions... no Despairs, no Cultist, just you and the Minotaur. Your only task will be killing him so good luck! He even starts with more HP than normal! At least more items spawn
  • Insane
    Normal mode became too easy for you? Try Insane then! It's a harder version of normal mode where there are less items, the multiboard and secret are disabled, the cultist's location doesn't ping periodically when you pick Despair and the Minotaur is harder to kill. Don't go for this mode if you're not pro!
  • Nightmare
    Do NOT choose this mode if you are not experienced. If Insane has become a piece of cake, then Nightmare is the right mode for you. When you play it, you will understand why it's called "Nightmare"


Some helpful tips:

Scour for a torch! It's so dark in the labyrinth that you can scarcely see what's in front of you. However, if you find a torch, it'll be a big relief, trust me.
If you pick the item Despair, be ready to run! By picking it you'll drive the Minotaur mad, giving him maximum movement speed for 10 seconds and revealing your location constantly for that duration. If you manage to survive that or the Minotaur is just too far from you, don't hesitate to search for the Cultist then!
Didn't find Despair? Then don't *despair* too much. If one of your mates found it, keep looking for him instead. When a villager gives the Cultist a Despair, he's not the only one to leave the labyrinth; his followers are also allowed to escape so don’t miss the opportunity.
Cooperate! Find the AI buddies and they will follow you. If you keep walking on your own, death will await you very soon. If you are playing in multiplayer, it's even better. Gather into one place and let everyone of you have a specific role. Due to the range of weapons present, you can create different combos, each with different purposes. For example, Angelic Spear + Orb of Light = High HP regeneration so if you get a good deal of armor, you'll be the tank of the team. Another example is getting the Thorium Hammer + Energy Elixirs which will make you the stunner of the situation. A final example is getting a Torch because this will allow you and all players around you to have a better vision of the maze. Distribute the roles evenly, don't just go for the stronger items (for instance Torch is the weakest weapon but if you don’t have one you and your mates will enjoy the darkness).
Did you die too soon? There’s no need to hate yourself for that, you’ll be granted a second chance. You will become a ghost and your new task will be finding the black phantasm of Glandar. It’s unoffensive, don’t worry, but if we really need to talk about dangerous stuff, then be aware of the Soul Devourer. It is going to track your little ghost, make your task harder and try to vanquish you. It moves at a high speed so you have to find Glandar’s ghost quickly. Once you find it, kill it and you’ll revive.

Screenshots:


An image of the entire labyrinth:

233766-albums6886-picture100201.png


An area of various archways and the perilous crippling fog:

233766-albums6886-picture100202.png


Some mysterious demonic footprints:

233766-albums6886-picture100203.png


Various corpses, skulls and blood plus two deadly regions of crippling fog completely covered with archways:

233766-albums6886-picture100204.png


The secret chamber from outside (not showing the inside of course, it's your task discovering it):

233766-albums6886-picture100205.png




There are no screenshots of face-to-face encounters with the Minotaur because I don't want to ruin the surprise! Some of the screenshots are also outdated.

Damn! I'm in the crippling fog:

233766-albums6886-picture100206.png


Playing a game with my computerized buddies:

233766-albums6886-picture100207.png


Oh look, I found the entrance to the secret chamber. I just need the damn key:

233766-albums6886-picture100208.png


Poor Villager 10, he was so young and naive. May Villager 8 escape from the Minotaur at least:

233766-albums6886-picture100209.png


Change Log:




Map uploaded



Removed Minotaur's gameplay
Different camera perspective which will hopefully prevent view obstructions and allow better movement in the maze
Decreased collision size of Mindless Wanderers and of the various characters in the labyrinth
Decreased damage of all traps
Added resistant skin to iron helmet and metal helmet
Fixed some bugs with the AI and the ghost's camera
Increased the Minotaur's maximum mana to 250
Changes the villager's name from *Villager* to *Lost Villager*



Decreased darkness of maze
Removed the + sign from the name of the map
Removed auto-attacking of villagers



Added new items (more to come) like Angelic Spear and Metallic Armor and a legendary item called Dragon Blade
Revamped the old items. Now you are only able to pick one weapon, one shield, one armor and one helmet so each individual item shall give you some benefit by itself
Increased Minotaur’s Hurl Boulder stun duration from 1.5 seconds to 2
Added new skills to the Minotaur which are Minotaur’s Frenzy (every 15% HP missing increases attack speed and lifesteal) and Roar of Terror (decreases armor and attack damage while also dealing damage) but removed Cannibalize
Hopefully reduced the lag and ultimately removed all possible leaks
Torch now provides vision to all nearby allies so if you got one torch others simply need to stay close to you and not get torches for themselves
Both the Minotaur’s AI and villagers’ AI have been made smarter, especially the one of the villagers because they need to take human-like decisions such as dropping a weak item for a stronger one without bugs. The AI villagers are also cooperative now. They will follow you but they’ll also take the items they find convenient. However, if the Minotaur appears, the villagers will either fight or forsake you to him (in that case you’ll firstly have to escape then re-find the villagers, granted that you all survive)
Increased Minotaur’s HP by a lot so you really need to cooperate to win (I tested the game 1000 times with the AI and I’m sure it’s balanced)
The strongest items no more spawn in front of you. They spawn at a long range from all villagers so you'll really need to scour for them
Added the skill "Scream" to the villager. It allows other nearby villager to spot your location but take care, it also permits the Minotaur as well to know where you are if he's close enough!
Bows & Arrows bugs when picking it have been ultimately fixed
Increased the height of all archways as to avoid camera obstruction
Villagers spawn at great distances from one another, meaning that it's impossible for two villagers to spawn in the same region or find themselves very near to each other
Fixed some awkward bugs and a rare bug which was spawning on a cliff and getting stuck
Other little updates which I may have forgotten but the ones listed above are the most important ones



Fixed two critical bugs. The camera would malfunction if a villager dies and you're not playing with Player 1 (Red). If you managed to play this multiplayer and encountered this problem, you can relax, it's finally fixed! The other bug was probably more concealed. *Chased* sometimes appeared and didn't change into *Alive* even if you moved away from the Minotaur to a large distance. Now this issue is gone!
Zoomed out the camera on the Ghost to make it more comfortable. Glandar's ghost also moves at a lower speed to contrast the high speed of the Soul Devourer
The Minotaur wins if all villagers die EVEN IF Glandar's ghost is still alive
Added two new items: Halberd and Chromium Shield
Renamed some items e.g Metal Helmet ---> Aluminium Helmet
Changed the icons of some items
The Minotaur now gains +5 damage for every villager around him. The first bonus damage of +5 is obtained for two villagers, not with one. 3 villagers = +10 damage and so on
Priest and Necromancer do not require any quest to side with you. They just join you if you come within their range
Fixed all the erroneous tooltips like "Scream" which showed a cooldown of 1 second whilst in reality it's 15
When you pick Despair, all villagers have your position pinged on their minimap and the picker of Despair has the position of the Cultist pinged. This is to let the task of escaping from the maze more probable than killing the Minotaur on Normal Mode
Even smarter AI for both villagers and Minotaur
Other little changes I may have forgotten



Auto-attack disabled! I said that I had removed auto-attack in a recent version but apparently I hadn't
Beginners mode implemented. Now first-time players can try this and novices can practice with this mode
Insane mode has been made even more insane because it was too close to difficulty to normal mode
The bug where the multiboard didn't display to host has been fixed
All abilities can be cast instantaneously, meaning that you can use "Scream" while walking
The secret chamber finally bears a secret! If you find the bloody key, run like hell to open the gate!
Cultist's position pings every 20 seconds to all villagers with a Despair rune
Some other stuff changed/added



Camera modes implemented. This means you can change from first person view to zoomed normal camera view by pressing Esc to facilitate movement in groups
Torch can be moved from the left hand to the right hand and vice versa. This will allow you to carry a torch and a weapon/shield at the same time
Nightmare mode added for real hardcore players
Two new items added: Haste Boots and Speed Gloves
Some items now reduce movement or attack speed


Credits:

Special Thanks:
  • WendigoWars
  • Mf-Shroom


Models:
  • Tarrasque
  • -Grendel
  • SuPa-
  • KayS
  • perfjert
  • sunwarrior25
  • Callahan
  • Hellish Hybrid
  • Sephiroth_VII
  • Sunchips
  • Matarael
  • Tr!KzZ
  • Lord_T
  • Thrikodius
  • Chenralstrasz
  • ikillforeyou
  • Ami
  • Chen
  • HappyTauren
  • General Frank
  • Ket
  • Mythic
  • Astaroth Zion

Icons:
  • KelThuzad]
  • Chen]
  • HappyTauren
  • Paladon
  • NFWar

Skins:
  • halo
  • L_Lawliet
  • xxxxxxxxxx

Loading Screen/Map Preview Image:
  • WendigoWars

Other:
  • WendigoWars
    Some of the resources used in the map have been imported by WendigoWars and I'm unable to find the authors of such resources. An example is the custom music.



Author's notes:

WendigoWars is the original author. He created the layout of the maze and a few of the basic triggers. Besides, this map is all his idea, not mine. Basically, he gave me the foundations and I built on them this awesome map! Permission to upload this map myself has been given here
Before trying the map with the AI or in multiplayer, try it out yourself alone in single player to know how scary this game is. After doing so, I strongly encourage you to test the map in multiplayer and report any lag/bugs you encounter
The map will undergo various updates to implement the multiple missing elements like the purpose of the secret chamber
As I've always been an honest reviewer with your maps, I wish you to be the same when judging my map. Point out all the negative issues you found in it, I'll accept them as long as you provide constructive criticism to improve my map. Don't forget to report bugs/errors/glitches so that I can fix them as soon as possible! Thank you and have fun terror!

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


Keywords:
Minotaur, Labyrinth, Maze, Horror, Terror, Fear, Frightening, Scary, Dark, Obscure, Gloomy, Nightmare, Creepy, Greek, Mythology, Villager, Legend
Contents

Minotaur's Labyrinth v1.6 (Map)

Reviews
21:00, 5th Aug 2015 Orcnet: The Gameplay is really fun, with its play value having more than just 1 game option, I can actually try a few of the levels such from Normal to Hard which gives more heavy atmosphere for those that manages to complete...
Level 15
Joined
Nov 28, 2009
Messages
1,521
Thank you for your kind rating! The blue ping is Glandar's ghost which you must catch to revive. If it is just too hard I'll simplify it. Version 1.4 will be released soon.

Everytime I am at the blue ping, I dont see anything around and just spam the ability.

Really love the AI in this map ;)

everytime I find dispair early, but never the cultist.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Good updates! I managed to fix two critical bugs. If you played multiplayer, you must have experienced a bad camera when one of the players died. That was the past, now it's gone. The multiboard has also been fixed because it used to show *chased* even when you were not actually chased by the Minotaur.
There are also two new items to welcome: Halberd and Chromium Shield.
For the rest of the changes, check the changelog. They are quite humble but still worthy to know 'em.
Once again, I highly recommend re-trying the map now that it's bugless.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
Nice map to play with, the terrain is neat and fits perfect for the theme. Items are really unique as it adds different benefits to your villager, also I like traps because I like surprises :ogre_haosis: Overall this map is fun to play with, having chased by a minotaur in a scary place with lots of traps is exciting XD
 
Level 15
Joined
Nov 28, 2009
Messages
1,521
I just beat the minotaur with a friend, after probably more than 10 tries.

Perhaps make more 'events', like instead of 'boring' traps. Make something like ghost necromancer that when you encounter it, it summons really weak skeletons. After you killed some, the necromancer joins you? Something like that, to make the map more fun and random.
 
Level 2
Joined
Nov 5, 2013
Messages
13
Why not?!

The new version is completely different from the previous versions !!
Why not we try it multiplayer?! It will be amazing! :ogre_datass:

You deserve 5/5 for this great work PRO!
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
I just beat the minotaur with a friend, after probably more than 10 tries.

Perhaps make more 'events', like instead of 'boring' traps. Make something like ghost necromancer that when you encounter it, it summons really weak skeletons. After you killed some, the necromancer joins you? Something like that, to make the map more fun and random.

For now I'll halt the work on the map since I got other stuff to do. I will resume it soon don't worry.
It's strange that you took so many tries to kill the Minotaur. Honestly, I can beat him with the AI almost every time I play it.
 

Winimasker

W

Winimasker

When I play with other players, all of them are dead except me. I can survive with just a boot, a light orb and armors while Minotaur is pursuing me and at the same time dead players report to me where to take the "despair" item and meet the cultist. They just keep in reporting in this way -> "left", "right", "straight", "back", etc. I finally escape when I meet the cultist with "despair" item.

So... Can you make the chat system to be like MWS Hardcore's chat system (MWS Hardcore's chat system is realistic, it is according to acoustics)?

Also, there is one thing. You should make the mini-map to be like MWS Hardcore's mini-map (hide it) because players can see where they are. I mean labyrinth behaves a maze. Is it possible for you to know where you are in the maze?

During the loading status, I can see there is a word "he". Is Minotaur a beast or a man? "It" should be Minotaur.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
When I play with other players, all of them are dead except me. I can survive with just a boot, a light orb and armors while Minotaur is pursuing me and at the same time dead players report to me where to take the "despair" item and meet the cultist. They just keep in reporting in this way -> "left", "right", "straight", "back", etc. I finally escape when I meet the cultist with "despair" item.

So... Can you make the chat system to be like MWS Hardcore's chat system (MWS Hardcore's chat system is realistic, it is according to acoustics)?

Also, there is one thing. You should make the mini-map to be like MWS Hardcore's mini-map (hide it) because players can see where they are. I mean labyrinth behaves a maze. Is it possible for you to know where you are in the maze?

During the loading status, I can see there is a word "he". Is Minotaur a beast or a man? "It" should be Minotaur.

Oh I address the Minotaur as "he" to give him some personality. I still wish to leave the minimap like that to give a little help to players. You still don't know where's left/right/up/down precisely so I don't really think it's much of a problem.
When players die they have the vision of the entire map. I am actually trying to let them have shared vision of other villagers but that has been quite difficult (it conflicts with the visiblity trigger which is supposed to let the whole map have black mask except the area around your villager)
When I'll resume the work on the map, that will be the first thing I'll work on. I had it in mind but since I had many other critical bugs to fix that I totally forgot it X_X
 

Winimasker

W

Winimasker

Shadow Fury said:
You still don't know where's left/right/up/down precisely so I don't really think it's much of a problem.

No, I mean other players are entirely dead (their ghosts are devoured). Once their souls are dead, they are able to see the whole map. They can just help me to find where the "despair" item and the cultist are located then they report to me according to my vision. When I go to right (wrong side), they said "No! Left! No! No!". Something like that...

So... Should the chat system be fixed a little bit? The chat system is public to all players despite of whether you are alive, you are dead or your soul is devoured.
- - - - - - -
Edit:

More suggestions:
  1. How about hidding the mini-map? Of course, the pings in the mini-map will be useless (Cultist's ping location and Gandlar spirit's ping location) because you cannot know where you are in the mini-map so you can add something like this.

    Note: It only works if you have the "despair" item.

    Cultist said:
    [Echo] My body is stinky and decayed...
    This quote indicates that he is far from you. Your screen will become a little whitened (instead of becoming a little bright) when you are far from him. Of course, when he is very far from you, your screen is still in normal status. :)

    Cultist said:
    [Nearby voice] Tremble, horror and despair...
    This quote indicates that he is near you. Your screen will become much whitened (not very white, it is a horror map) when you are near him. If you follow this suggestion, you can just increase the white colour of the screen (you wanna reach the escape way, that is to meet the cultist with the "despair" item. The destiny is on your hand!) when you are either near him or far from him. :)
    - - - - -
  2. Add more ladders? It is a maze but it seems it will be more fun if there are ladders which allow players to go up and find the "despair" item and the cultist on the second floor. :)
    - - - - -
  3. Add switches and lifts? It is a maze but ~...
    - - - - -
  4. Add underground? Erhh... I feel that this map is small (even though it is big :) ) because I always run on the same ground. :) You also can add a bridge-like gate path which enables players to either move on that gate path or to move through that gate. :)
    - - - - -
  5. Add the side-effects of some items, such as the light orb, the healing elixir, etc.? Because it is possible for the orb to be the dark orb and the healing elixir to be the poisonous bottle (players will get surprise thus they will have decisions to make, not only just to take the items simply without thinking. :) ). It is also possible for the cultist to be an already stone-dead corpse, the dark cultist or the clone (if not, then why are the lost villagers locate in Minotaur's Labyrinth now? Someone want them to die!). Your screen will become a little whitened even though you are not near the real "good" cultist (you are near the bad/fake cultist :) ). Once you are near those bad/fake cultists, you can kill them to avoid the whitening effect of the screen, except that you like the fake "signal" to escape. :)
    - - - - -
  6. Add more consequences of attacking someone? It is possible for someone to get wounds, such as head bleeding, arm bleeding, leg bleeding, leg fracture, arm fracture, broken arm, broken leg, stomach wound, broken organs, etc. (refer to MWS Hardcore) Of course, Minotaur should be immune to wound effects because Minotaur is horrible! :) It has a good regeneration! It is a legendary beast! It is not human!
    - - - - -
  7. Add the response of the screen (no need to be zooming, but can be becoming much reddish-brown colour if Minotaur hits you (to be more interesting!). :) ) when Minotaur attacks you.
    - - - - -
  8. Add the response of the screen when traitors betray you (I mean players, they could be selfish so they may try to assasinate you).
    - - - - -
  9. Add one more ability for Minotaur -> Jumping slam.

    To increase the surprising of this map to players. If you try to imagine it, I believe that your imagination is same as mine. :)

    Players said:
    What the...? Oh my gawd! Run! Minotaur jumps from the left path (note that the paths are blocked by wall so players who are at there will need to run through the path) to our path! Holy mother of... Minotaur!

    What if you think that it is not logical since it is possible for the walls connect to the roof of the maze. Hmm... maybe you can set all walls to be breakable. The lost villagers are unable to break the walls but Minotaur can do it. Add more optional spell(s) for Minotaur if you want -> rush (speed up, it is frenzy!), ravage (charge to walls and break walls from a far distance) or charge (charge to enemy and damage enemy from a far distance).

    Again...! Let's imagine!

    Players said:
    What? How come? He broke walls!

    Minotaur said:
    Hey, what's up? :D
    - - - - -
  10. Advance the AI on Minotaur -> may cast jumping slam if Minotaur is near players but is just next to the wall.
    Also, make Minotaur to be smarter -> know how to cast jumping slam if players are on the second floor.

    Note: Minotaur is horrible, he will find you all the time so he should be able to find you regardless of his location (either on the ground, in the underground or on the second floor).
    - - - - -
  11. Add jump ability to players if there are underground and the second floor.

    Note: It is a maze, it is possible for maze to have something specials rather than just the same ground (I feel boring with just running on the same ground so that's why I suggest so much of them. :( )
    - - - - -
  12. You can refer to other escape/survival/maze/killer/horror maps as well. :)
    - - - - -
  13. Think more of them! Your map may relate to acoustics (... Your chat system) and so on!
    - - - - -
  14. Give more feedbacks to players during some events!

Yay! Other suggestions will be coming soon!

I just suggest! Let's discuss! :)
 
Last edited by a moderator:
Level 21
Joined
Nov 4, 2013
Messages
2,017
No, I mean other players are entirely dead (their ghosts are devoured). Once their souls are dead, they are able to see the whole map. They can just help me to find where the "despair" item and the cultist are located then they report to me according to my vision. When I go to right (wrong side), they said "No! Left! No! No!". Something like that...

So... Should the chat system be fixed a little bit? The chat system is public to all players despite of whether you are alive, you are dead or your soul is devoured.

I understood what you said. I was replying about the minimap being still visible. I know that you see the whole map when your ghost dies (I am the creator!!). I cannot change the chat system nor do I intend downloading any custom system. I will simply allow dead players to have shared vision of all villagers.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,956
I understood what you said. I was replying about the minimap being still visible. I know that you see the whole map when your ghost dies (I am the creator!!). I cannot change the chat system nor do I intend downloading any custom system. I will simply allow dead players to have shared vision of all villagers.

You can also hide the despair items unless there is a lost villager within 100 range and then play some cool summoning/spawning animation for the items this way they will play bigger role in the map (at least it would look like it as they would look special).
 

Winimasker

W

Winimasker

See my 2nd comment there, my 2nd comment is edited. :)

It is possible but... Hmm... They are optional. :)

Try hard? :) For the players! :)
 
Level 22
Joined
Feb 6, 2014
Messages
2,466
I'll just be quick here:
The new update sure has a lot to offer focusing more on cooperation. Things like Torch and Scream were brilliant ideas.
Also found some new items (the +50 damage) i didn't found last time I played.
Though there is still that difficulty with the villager auto-attacking the Minotaur and when my villager is on adrenaline, the light is kinda delay (meaning I reached the location but still has no vision on it for a few millisecond)
Overall, the map is polished well and update really spice up the gameplay.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
I'll just be quick here:
The new update sure has a lot to offer focusing more on cooperation. Things like Torch and Scream were brilliant ideas.
Also found some new items (the +50 damage) i didn't found last time I played.
Though there is still that difficulty with the villager auto-attacking the Minotaur and when my villager is on adrenaline, the light is kinda delay (meaning I reached the location but still has no vision on it for a few millisecond)
Overall, the map is polished well and update really spice up the gameplay.

Noticed that as well and I have no clue how to fix that. By training I managed to escape successfully even with that thing so I guess I can make it a *feature* rather than a bug.

oJ.r3verFailO, what the heck man, there are so many suggestions! However, some are just impossible to make... how can I make an underground part? How can I even make a roof without causing bugs/problems? In addition, allowing cliffs to be broken would force me to recreate the whole terrain. All cliffs will have to be removed and be replaced with a doodad (but I wouldn't be able to put a cliff that fits with the tiles so the final result would be awkward). Notice that without cliffs the whole game mechanics are ruined (vision, clicking around etc...).
The other suggestions seem fantastic and reasonable. I may implement them but... well... who knows.
 

Winimasker

W

Winimasker

Enough of suggestions...

Hey, I like your map. It is fun!

Fear has come...! :)
 
Level 22
Joined
Feb 6, 2014
Messages
2,466
Noticed that as well and I have no clue how to fix that. By training I managed to escape successfully even with that thing so I guess I can make it a *feature* rather than a bug.

Adding Worker Classification? Or try experimenting with Acquisition Range. Or try Permanent Invisibility with a very very high fade time.
Anyway, I see a lot of improvement in the last update so i'm changing my rating and forgot to give you rep.

EDIT: Sigh, can't change rating in my phone...
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Adding Worker Classification? Or try experimenting with Acquisition Range. Or try Permanent Invisibility with a very very high fade time.
Anyway, I see a lot of improvement in the last update so i'm changing my rating and forgot to give you rep.

EDIT: Sigh, can't change rating in my phone...

Fantastic, take your time to change your rating ;)
Also thanks for the +rep :grin:
 
Level 2
Joined
Jul 31, 2015
Messages
5
I started playing... (Pffff haha that isn't scary at all). *Then the minotaur is released* (That will be easy haha...?) *I see the minotaur* (OMFG RUUUUNNNN!) 3 spooky 5 me
 
Level 19
Joined
Oct 7, 2014
Messages
2,209
I rarely meet the minotaur but before it does it already killed the other villager but I really like the items I found but could the villager wield two-handed weapons? Because it can only carry one weapon.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
I rarely meet the minotaur but before it does it already killed the other villager but I really like the items I found but could the villager wield two-handed weapons? Because it can only carry one weapon.

This is the new feature. Only one item per category so you can't have two armors or two weapons, for example. This required a hell lot of work with the AI to let them analyse the items around them and pick the best.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
I have try the map,and it has two problems.
-The camera is too close to the character,and you should not make that the camera rotate, when the character is moving,because that make the map not playable.
-The Monster is too fast for the character,you should really slow it down a little bit.

You need to get used to the camera. You won't do it at the first try cuz it's it requires some skills to manage well your character

The speed is proportional to the number of players (either human or AI). If you play with 10 players, then you can't object about his massive speed ;)
 
Level 3
Joined
Apr 20, 2011
Messages
22
It me

Its WENDIGOWARS, the ORIGINAL MAKER britches and hose. Nice job tightening it up and getting those advanced triggers down shadow!

Tried it on B.NET.

- Maybe give players a way to find each other more easily? Or just delay minos release like 3 mins...or both? I went 2 games with finding no teamates in full house games, making it near impossible to escape together or kill mino...ON NORMAL MODE EVEN!

- Like...no matter where i run when being chased HE ALWAYS FINDS ME again within 15 seconds. Change AI so he doesnt constant chase and its more randomized when a player isnt in sight, will make game more exciting and winnable for villagers...every1 died BOTH TIMES on normal mode in full house. OR, A BETTER OPTION...TAKE THE NEXT SUGGESTION PLZ!!!

- I really liked when mino was human controlled, made game last 2 to 4x as long, more fun, and maybe just have AI take over if mino leaves instead. So ur work still has purpose, but all issues with AI and game length would be fixed. Lots of people liked being minotaur...for realz.

- Leader Board disappears sometimes after death or rebirth or...im not 100% sure but yeah.

- NEEDS rematch button its TOUGH to get a lot of people to join on modern B.NET, and they always stay till end, but its usually a 5-10 min game...even if u take my advice and its a 15-25 min game on average, it would just be SO MUCH better to have this feature.

- Balancing for these changes can come later...and would simply be more health for minotaur...problem solved lol. EZ FIX

- Other than that...Lots of people really liked it! Just making these changes would take the game to the next level for multiplayer games, and most likely single player games too.
 
Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
I love how is the map design, but can you add more rescueable units?

Also I discovered a bug, where sometimes Player 8 spawn stuck at one one of the wall of the up left-side.

There are actually rescuable units like Glandar's injured soldier and priest, you just need to find them.

About the bug, well, I estimated that the chance that this bug occurs is less than 0.01% because of the placement of regions. Don't know, I moved all regions away from cliffs so that no unit gets stuck on a cliff but apparently it didn't prevent this bug from happening (cmon, it's just 0.01%!).
 
Level 2
Joined
Nov 5, 2013
Messages
13
Insane is easy?!!

Yes! Insane is easy especially for u Shadow Fury :vw_wtf:, don't u remember when we played this multiplayer!
I suggest u to make the insane mode harder :goblin_boom: (Very hard to be beaten) and make a mode before the insane which is a bit easier.
Btw game is much interesting in multiplayer than AI.. I recommend all people to try this, trust me you will never get bored :thumbs_up:
 

SHBlade

Hosted Project GR
Level 14
Joined
May 1, 2013
Messages
219
Some ppl also say that it would be better if u bring back team kill.
SUGGEST:
Make another decision menu at start of the game (smth like choosing difficult) with 2 options
"Enable pvp"
"Disable pvp"
So players may decide if they want team killing or no.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Some ppl also say that it would be better if u bring back team kill.
SUGGEST:
Make another decision menu at start of the game (smth like choosing difficult) with 2 options
"Enable pvp"
"Disable pvp"
So players may decide if they want team killing or no.

I can't add team kill to a game that encourages teamwork as much as possible. I keep telling everyone that teamwork is the key to victory so if a player is so stupid to kill everyone the game will become impossible and annoying.
 
Level 28
Joined
Nov 12, 2007
Messages
2,340
the creator just needs to add key board commands to spells which direct the unit. it would be a simple fix that would add so much to the game.

Indeed! I had to Ctrl + 1 the villager so I could select the unit without the cursor, but it would be more user-friendly if the game already gave something like that to the player.

I loved the map! Neat, well-polished, immersive and, most importantly, fun! Keep the good work. :D
 
Top