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MMRST 1.73

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MMRST 1.73
By Ljusdahl

A map inspired by mini-games, hero co-ops, and Pac-Man.

You start as a group of defenseless peasants(Runners) in a randomly generated maze.
There are 20 levels, whereas every 5'th is a Boss.
The main objective is to avoid the hostile mobs and press 5 switches to progress to the next level, but the Boss levels have different objectives.
Buy items between levels to give your Runner abilities.
The map alternates between 4 tilesets, and some are spooky night levels with limited vision.




XP: Changed how Runners gain experience.
Old system: 20xp per corner button. For Runners that survive a level, "20*P/R" (P=players, R=number of surviving Runners)
New System: 10xp per corner button. For Runners that survive a level, 30xp, else 20xp.
I found that the old system was simply too punishing against struggling players, while over-rewarding good players.

Boss 2 & 3: New, smaller maze.

Boss 4: Overall increase in difficulty. Updated the intro and 'Level info' ability tooltip.

Level 12: Changed how sappers work. They used to have a negative Life Steal(caused them to die when attacking, but it didn't work against illusions)
Now, they are killed whenever they start an attack(should not deal auto-attack damage before blowing up).
Level 12: Decreased damage from Sappers to 34/24/15/7(from 40/30/20/10)
Level 17: Now gold coins won't keep spawning every time the team revives.

Item: Storm Seeker stun duration versus Resistant Skin decreased to 0.3s(from 0.9s).

Item: Ring of Power gold cost increased to 14(from 12).

Item: Tomes gold cost increased to 7(from 6).

Item: Staff of the Lifegiver no longer gives a 5 Hp heal at the start of its effect.
Item: Staff of the Lifegiver transfer rate increased to 15 Hp/s(from 5 Hp/s).
Item: Staff of the Lifegiver Mana cost increased to 20(from 15).

Item: Crippler duration increased to 4s(from 3s).
Item: Crippler cooldown decreased to 12s(from 15s).

Items: Changed some tooltips to show their effectiveness versus Resistant Skin.

Summons and illusions no longer remain after the team is dead.


Map properties: Changed to SD only(to avoid some issues with Reforged graphics).
On defeat or victory, you don't get get booted from the match automatically.
Merchant: Now displaying a "!" effect above each shop the first few levels.
"-cam" command now lets you input a value(optional) and remembers it for next levels.

"Next Level" ability: Fixed obsolete title for level 20.
"Next Level" ability: Simplified the text to make it faster to read.

Music: On level completion/defeat, music fades out quickly instead of stopping immediately.
Set ambient sounds to 0%.

Item: Diamond of Escape tooltip falsely stated a 20 second cooldown. Fixed to 0.
Item: Staff of the Lifegiver gives a 5 Hp heal at the starts of its effect again.
Item: Troll Ring gives a 5 Hp heal at the starts of its effect.
Item: Book of Light gives a 10 Hp heal at the starts of its effect, but 10 Hp less over time(to 40 from 50).
Item: Crippler cooldown removed (from 12s).

New Unique loot: Strange Potion. Spawns at night, but disappears again if you don't take it during the level.
Unique loot: Sheep and Strange Potion only spawns along the outer edge of the maze.

Added Reinforcement Beacons(circle of power) to where reinforcements spawn.

Level 2: Added Goblin Sappers. These don't respawn like on level 12.
Level 4: Removed "Alarm Generation" from the Reinforcement Beacons, which made the zombies aggro from a distance.
Level 7: Slow Poison changed to being non-lethal.
Level 7: Slow Poison DPS changed to 3(from 2), and duration to 20(from 30). Total damage is still 60.
Level 8: Added the debuff from level 4 to Ghouls and renamed it to "Curse of Undeath".
Level 8: Ghoul damage changed to 33(from 30-40). Thus you can guaranteed survive one hit with +2 STR or a damage reduction item.
Level 12: Some reinforcement Sappers now have a negative Hp regeneration.
Level 15: Dragon Turtle now casts Bloodlust as intended.
Level 15: Difficulty increases as Dragon Turtle loses health(more Darkhunters, fewer barrels, different behaviour)
Level 17: Made openings for the east and west "coin area", but closed off the long hallway at the edges of the maze.
Level 20: Changed around some values. The line spells start slow to give players a grace period.
Level 20: Fixed an oopsie where players were able to attack the boss during the intro if Auto-Aquire was enabled.
Level 20: Changed the Boss behaviour a little.


Camera distance: Default value for players 2-8 was 0, is now 2300 as it should be.
Item: Staff of the Lifegiver should now not be able to kill the user.
Level 14: Tweaked the map layout.
Level 16: Moved Curse of Undeath from the Necromancers to the Skeleton Warriors.


Added some extra pathways around the edge of the map.
Player: Leaving or kicked players now drop their items automatically.
Runner damage vs Runner armor: reduced from 10% to 5%.
Runner night sight range increased to 550(from 500).

Item: Merged Eye of Foresight with Orb of Tranquility. Tuned down the aura.
Item Shops: Now stay during levels.
Item Shops: Added a shop, rearranged the items. Should be more untuitive.
Item: Renamed 'Gauntlet of Shielding' to 'Amulet of Shielding'
Item: Renamed 'Amulet of Resistance' to 'Runed Bracers'
Item: Renamed 'Cloak of Evasion' to 'Talisman of Evasion'.
New item: El Fuego.
New item: Cobra Staff.
New item: Orb of Greater Protection.
New item: Blessed Staff.
New item: Druid's Hood.
New cursed item: Devil's Cheese.

Middle Switch delay: Increased & added it to more levels.

Lvl 10: Ogre Magi now starts without Mana.
Lvl 10: Summons 3 Pigs(from 2).
Lvl 13: Removed armor reduction from Faerie Fire.
Lvl 13: Furbolg move speed reduced to 280(from 300).
Lvl 13: Some Furbolgs are Shaman; slower and weaker, do magic damage, camp buttons.
Lvl 15: Explosive Barrels no longer block movement
Lvl 15: Dragon Turtle now has a 5 Hp/s regeneration.
Lvl 18: Reworked. Nerfed skeletons, added Cinder Warlocks.
Lvl 19: Decreased Death Coil damage to 20(from 25)
Lvl 19: Increased Revenant Mana regeneration.

Boss Intros: The Regen boost you have between levels now stay during boss intros.

Night levels:
Added a third unique loot, but 2 at most will ever spawn.
All unique loot now de-spawns if no one takes it during the night.


Command: "-kick" got broken in 1.7, should be fixed.
Unique Item: Cloak of Invisibility broken, should be fixed.
Lvl 19: Decreased Death Coil range to 1200(from 1500).
Lvl 19: Decreased Mana Shield "damage per mana" ratio to 3(from 5).
Lvl 19: Increased Max Mana, and spell cost, to 15(from 10).


Decreased the time between levels.
Added the ability to pause the countdown timer for the next level. Shopping time!

Items: Most charged items are now stackable (except for Light Orb).
New Items: Void Gauntlet, Scarab of Madness, Staff of the Lifestealer, Protector's Oath, Witch Blade.

Special effects: Made a few improvements.

Lvl 2: Razormane damage lowered to 30 (from 30-40).
Lvl 6: Trapper damage lowered to 30-30 (from 40-45).
Lvl 6: Trapper gains Death Knell, a short but lethal poison.

Boss 2: Ogre Magi will sleep less, the less Hp he has (from 8s to 8/6/4).

Boss 3: Decreased Dragon Turtle aggro range.
Boss 3: Added a long-ranged Stun Bolt(1.5s).
Boss 3: Darkhunters don't patrol into the middle anymore.
Boss 3: Darkhunters now leave a large cloud of miasma on death.
Boss 3: Darkhunter damage reduced to 10-12 (from 10-15).

Boss 4: Changed its behaviour to be more random.

Some tooltip clarifications.

Previews
Contents

MMRST 1.73 (Map)

Reviews
deepstrasz
Haha, a multiplayer type of Pac-man map! More of a mini-game though. Quite fun. You should make an option to skip the intro. Make a way to put the camera back up if you reset it to the game's. Actually, it would be best to restart the round all died...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
Haha, a multiplayer type of Pac-man map! More of a mini-game though.
Quite fun.

  1. You should make an option to skip the intro.
  2. Make a way to put the camera back up if you reset it to the game's. Actually, it would be best to restart the round all died at because some stages are quite difficult especially if you don't have any idea what to do.
  3. Funny thing is that they don't attack the boxes so you can lock yourself in a dead end and I don't think it's quite fair. Actually, they do but not all the time.
  4. Avoid playing music as sounds.
  5. Playing against the mur'guls is kind of random. You can't see them from a distance and they might surround you easily because of that right from the start. You need the Blink item before this round, or the one with Wind Walk.
  6. Takes a million years to destroy those towers.
  7. How many levels do abilities have? The description should say.
  8. I think the projectile of the warlocks should come slower.
  9. There's no way you can dodge Chain Lightning unless you have some item against spells and I doubt everyone's going to have the same items.

Maybe you could make a restart/reset option after all die.


Approved.


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Last edited:
Level 6
Joined
Apr 28, 2005
Messages
155
Thanks for your review!

1. Yep, I plan to do that once other things are in order.
2. There's a "-cam" command, but I've forgotten to "advertise" it anywhere.
3. Some mobs can't, others prefer to walk around if they can, because they prioritize the Runners higher. If their detour is small, it works reliably.
4. Oki doki.
5. Hmm, I never use Blink, I just go carefully. I think the randomness really adds to the feeling of fear.
6. You're not supposed to destroy them!
7. 20 levels, so you'll never max out. I might set a smaller limit.
8. Maybe. I'll keep an eye on it.
9. You can pad your survivability with Strength, spell damage reduction, mana shield, spell shielding, spirit link, or mirror images.

A restart function is planned too, it will just be tedious to make.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
6. You're not supposed to destroy them!
But stepping on the switches activates them and they have a huge range and big damage and fast attack.
A restart function is planned too, it will just be tedious to make.
Yeah, but it's basically, starting the round again as if you'd start a new one.
 

WRY

WRY

Level 2
Joined
Aug 15, 2019
Messages
5
Hi Ljusdahl,how do you going these days?I am from China,and being a video maker.A few days ago.I played the maps.So many fans like it.But they most can't understand English.In fact WarcraftIII Maps in HIVE,normal Chinese player have no way to play.Because in our courtry Blizzard make a deal with a game platform.Players can only play the maps in the platform.But the platform's maps are a little terrible.They have too high pings to download maps in HIVE,sure can't understand English too.Now I have an idea and share it with my friends,another video maker.We want to translate the maps int o Chinese in Hive and upload it in the platform to improve the RPG maps quality in China.Sure we once remind the maps you made,because it is so good.If you allow us do the things,we can make a deal as well..At last the maps in China platform may make the maps maker earn a little money.If the maps get some profit,you will get the most of the money.My friend and me are looking forward your answer
 
Level 13
Joined
Jan 4, 2014
Messages
556
Crazy, I played this a few days ago because I remembered loving this map back in the day!
Great game man, happy to see you still giving it some love!

Always sad to look at the profile of a great map maker, looking for more fun maps to play and only seeing the one ;)
 
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