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Monster Master RPG

Join our Discord community for Monster Master RPG: Join the Monster Master RPG Discord Server!
Monster Master development was taken over by Thorlar and Browning.
You can reach out to them via Discord.





Balances/Improvements:

  • -Increases experience gain by 50% for all players at or under level 5.
    -Changed the init text.
Bugfixes:

  • -Fixed a critical bug that only player 1 can buy items.
    -Fixed a bug that the starting items did not belong to the right player.
Note:
This is just a small bugfix version with some critical bug fixes!
So its important to play this version!





Content:

  • -Added a new icon for Wisp King.
Balances/Improvements:

  • -The gates in Dungeon #13 now just respawn if you completely reenter the dungeon.
    -Added a new way to get Iraculus. (2 methods now!)
    -Now monsters learn stages 4 spells with FL 30 or more instead of 40.
    -New Multiboard state: "Tut" while you are watching the cinematic tutorial.
    -Increased the hp of the dungeon #13 gates by 150%.
    -The abilities in the treasure were swapped - fixed.
    -Increase duration of the boss gold texttag. (+2 sec)
Bugfixes:

  • -Hopefully fixed the hotkey problem with Mega Ball [R].
    -Fixed an exploit where you were able to give someone else items from your court monsters.
    -Fixed an exploit where you were able to give purchased items to other players.
    -Fixed a bug that monsters did not need to have FL to wear FL required items.
    -Fixed text of Fusion Scroll #45. (Unholy -> Demon)
    -Fixed a bug that Fusion Scroll #39 did not drop.
    -Spellname: "Stufe" instead of "Stage" in tooltip: Chain Lightning, Healing Wave
    -Fixed the bug that monsters in the court at lvl 1 will get a level up.
    -Fixed the buff of the Lightning Boots movementspeed-aura.
    -Fixed a calculation bug in the master protect system.
    -Fixed the tooltip of the Fusion Scroll for Serpentia.
    -Fixed a disorder of the fusionscrolls variables.
    -Fixed the error message of the "-tut" command outside of the town.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





Improvements:

  • -Added a huge cinematic tutorial.
    -Improved the command: "-mi" -> you now can use "-mix" where x is the number of an other player.
    -If you now take monsters from the court you wont get spammed by text messages.
    -Made Monster Master a little bit smaller.
    -Improved the Afk-Sys message.
    -Improved the Leaver message.
    -Added a specific buff to all potion effects.
    -Changed the icon of Chaos Orc.
    -Changed the soundset of Wicked Draenei.
    -Bosses now drop Fusion Scrolls with a chance depending on the boss' strength.
    -Made the monster effects of the court illusions of other players much smaller.
    -Slightly improved the coding of the single-player-detection.
Bugfixes:

  • -Fixed a bug that caused Yamata fusion to malfunction.
    -Fixed a multiboard bug which caused green icons after a player left the game.
    -Fixed a bug that no illusion was spawned in the court if you catched a monster with a full team.
    -Fixed a bug that monsters at lvl 1 which were loaded in the court got a level up when restoring.
    -Fixed a bug that monsters weren't invulnerable when entering the Healing Zone.
    -Fixed a bug that AntiUnitControl Sys does not work.
    -Fixed a bug that caused a different Ankh value in the market and for sale with the item management system.
    -Fixed a hotkey of Manashield stage 4 with 'W'.
    -Fixed the Manashield buff tooltip.
Balancing:

  • -Increased the Slow duration from 4 to 7 seconds.
    -Balanced Dagger.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





Bugfixes:

  • -Fixed a bug that the kill-boss-message was displayed as often as there are players in the same dungeon.
    -Fixed the multiboard bug with the eyes.
    -Fixed the camera bug with dungeon #13.
    -Fixed a bug with Item Info ability which showed the wrong item owner.
    -You weren't able to start the PvP fight - fixed.
    -Fixed a bug that Pipe of Insight need lvl 5 instead of lvl 4.
    -Fixed a bug that the Leave trigger will not activate when a player leaves the game.
    -Warmace gives wrong boni - fixed.
    -Medallion of the Brave gives wrong boni - fixed.
    -Fixed a bug that all players were informed when a unit in the PvC arena dropped an item.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)





New Kontent:

  • -A completely new Dungeon. (#13)
    -7 new T4 monsters.
    -4 new ?-monsters.
    -11 new Fusionscrolls.
    -new PvC fights up to rank 31.
    -2 new basic items.
    -new item models for potions and food.
    -converted all boss items into ultimate items.
    -3 new ultimate items.
    -now all bosses have got their own personal boss items.
    -10 new normal items. (lvl 2 - 29)
Improvements:

  • -Recoded and highly improved the Save Load System. (code resett!)
    -Greatly improved the initial monster choose system.
    -If you now store monsters in the court there will be illusions which help you.
    -Added a system which decreased damage taken to your Master if he got monsters on his side.
    -Bosses in Dungeon #12 or higher now got stage 4 spells.
    -When PvC enemy monsters revive they now attack a random unit instead of the master all the time.
    -Chain Lightning: added information about how often the strike jumps.
    -If you store a monster now it will get unselected.
    -Item drop messages now only goes to the players in the same dungeon where the item has dropped.
    -Added new command: "-afk"
    -Added new command: "-ping"
Bugfixes:

  • -Fixed a camera bug after a lost PvC fight.
    -Tauren boss monster was lvl 28 instead of lvl 25.
    -Fixed Rain of Fire tooltip for the damage over time value.
    -Fixed a bug that the item sell special effect and texttag wasnt on the right position sometimes.
    -Added pathing blockers to the dungeon portal of dungeon #12.
    -Fixed a bug that Poison Attack's duration was undefined long and did not kill creeps at stage 4.
    -Fixed Dragonhead Naga soundset.
    -Fixed a bug that Evilbird was a strength hero.
    -Fixed a bug that Arakkoa was a strength hero.
    -Fixed the attributegain of Wildekin.
    -Fixed a bug that you were not able to sell fusionscrolls in a shop.
    -Fixed many other minor bugs due to the complete recoding of the map.
Balances:

  • -Decreased cooldown of all net-effects from 3 to 1 second.
    -Increased cooldown of Entangling from 10 to 12 seconds.
    -Improved Curse from 2/4/6/8 to 4/8/12/16.
    -Improved Manashield from 3/2/5/2/1.5 to 3/2.25/1.5/0.75.
    -Balanced some lvl 2 - 29 items.
    -Made all bosses from Dungeon #12 or higher stronger.
    -Balanced Heal from 5/10/25/50 to 10/20/35/55.
    -Balanced Damage Aura and Fear Aura. (1/3/6/10) and (-1/-3/-6/-10).
    -Improved True Sight.
    -Improved mana- and lifedrain at stage 4 from 50 to 60 points per second.
    -Added mana cost to Reincarnation.
    -Gave Draelokk another third ability. (Splash -> Pulverize)
    -Draelokk now gains less intelligence and more agility.
    -Set Ankh gold price from 2000 to 1250.
    -Set Teleport gold prive from 200 to 600.
    -Improved Gold Ring.
    -Improved Ring of Life.
    -Berserk balanced from 20/40/60/80% to 25/50/75/100%.
    -Increased Multipower duration from 12 to 15 seconds.
    -Imrpoved Critical Strike from 10/15/20/25% chance to 15/20/25/30% chance.
    -Chimaera now gains more intelligence. (- other stats)
    -Mandraga now gains less intelligence. (+ other stats)
Coding & Mapping:

  • -Recoded everything into vJass.
    -Improved the PvC init function.
    -Coded a teleport system for Dungeon #13.
    -Changed imported Icon Paths.
Cosmetic:

  • -Made all bosses in the map bigger.
    -New Item coloring:
    ->Basic: Grey
    ->Normal: White
    ->Boss: Red
    ->Ultimate: Teal
    -Gave Black Wolf a new model.
    -Gave Raven a new Icon.
    -Added a chaos effect to Duros and removed the fire effect.
    -Changed the icon of Rune Lobster.
Other Things:

  • -Credits: Dan van Ohllus (Raven Icon & Triclyde)
    -Credits: Misha (Naga Sorceror)
    -Credits: Air Elemental (alfredx_sotn)
    -Credits: Ocubeam (Beta Tester)
Note:
This is a very huge update of the map.
As you can see there is much new kontent but you also need to start new because of the recoding.
I hope you can understand that and will still enjoy the game.





Bugfixes:

  • -fixed a bug that you were able to deactivate the enemy Ki with gHost.
    -fixed a bug where it could happen that your monsters will stay in the PvC arena after you lost a fight there.
General Changes:

  • -changed the seconds spell from Balamoth: (Defensive Attitude -> Rain of Fire)
    -now dead monsters will revive when you start a PvC fight.
Balances:

  • -Improved Armor-Train Aura. (+0.1/lvl)
    -Improved Mana-reg-Train Aura slighty. (+0.05/lvl)
Interface:

  • -fixed an interface bug with Hydro Water.
    -fixed a bug that Tuskarr and Wildekin had no icons in the multiboard.
    -fixed many typos in some tooltips (special thx to Tails Clock @ TheHiveWorkshop)
    -added a playercolor to the boss itemdrop message.
Note:
This is just a small bugfix version.
But if you always want the newest version its recomended to play this one. ;-)
The most bug fixes and changes are positive for players.
Special thx to Tails Clock @ TheHiveWorkshop!





Gameplay/Keyfeatures:

  • -Now monsters etc get unselect when MM enters or leave a room.
    -MANY new Monster Master names. (26 in total! One for every alphabetic character!)
    -The Boss from Dungeon #8, #9, #10 are stronger now.
    -Improved the F9-Log from "Items" and "Fusion-Help".
    -Now ALL T4 monsters with a sub fusion with a ?-monster needs a min FL by 10!
    -PvC Monster Master now level their Aura abilities dependent on their level.
    -After all players left a dungeon all monsters there are completely reset - also the food boni!
    -Increased the FL-increase from +5 to +6 when fusing two monsters at lvl 30.
    -Deactivated a blizzard feature to make the whole map visible.
    -Added a new sortie for the Portal Room, because many players disliked the long way out.
    -Now PvC enemy monster can have a FL.
    -Now feeded monsters have got a visual effect so that you know which one you feeded.
    -Added a new Multiboard State: "PvC" while fighting in the PvC-Arena.
    -Added a new Multiboard State: "PvP" while fighting in the PvP-Arena.
    -Recoded all PvP Triggers and konverted the last Gui triggers into Jass and vJass - also fixed bugs.
    -Monster Masters in a PvP fight are now invulnerable as long as they got monster on the arena field.
    -Added a new Dungeon: #11 - "Dream World"
    -Added a new Dungeon: #12 - "Elemental Islands"
    -Changed how FusionLevel improves the monster: 1/6 = +Damage - 5/6 = +Stats (max: +50stats/+10dmg)
    -Changed the calculation of the chance to get a boss item.
    -Recoded the Ability Learn Systems for a much better performance.
    -Added full fusion bonus to all monsters for a better ingame performance.
    -Added a new Master-Databank for all ingame Monster which substituted some other Databanks. (Hashtables)
    -Every Player now has got an Itembox in the town in which he can store items.
    -Recoded the whole MonsterManagement System. (better performance)
    -Increased the "item-give-range" from 150 to 300.
    -Added the ItemManagement System to the Monster Master of every player.
    -PvC-Arena: The enemy Monster Master now recall his monster a few seconds after they died.
    -8 new PvC fights in total!
    -Remade/Rebalanced the min req rank points for the dungeons.
    -Made creep gold also dependent on the creep's FL. (for example: creeps in dungeon #10 now give 35 gold)
    -MonsterView in the Multiboard now shows if a monster is dead or alive.
    -Greatly Improved Init. (Performance)
    -Reduced revive time from the Monster Master from 30 seconds to 25 seconds.
Bugfixes:

  • -Cmd: FusionLevel was displayed wrong in some situations.
    -Fusionscroll: fixed the name of the "Balamoth" fusionscroll.
    -Sound: fixed the SnowOwl soundset.
    -Fixed a bug that a monster did not have any FL damage boni after restoring it from the court.
    -Fixed a bug that all T4 air monsters belonged to the unholy class.
    -Fixed a bug that you were able to catch enemy monster's and the monster masters in the PvC-Arena.
    -Fixed a bug that Bird Talker had a melee attack instead of ranged.
    -Fixed a bug that sometimes you got teleported to a wrong dungeon or something like that.
    -It was possible to catch and feed enemy summons - fixed.
    -It was possible to target the own monsters with feed.
    -It was possible to target the Monster Master with feed and nets.
    -Fixed a buggy event from the Court Store feature.
    -Snow Owl and Frost Treant had the same abilities - no bug, but many players disliked that.
    -Hopefully fixed the bug that Taunt did not work correctly.
    -Fixed a bug that respawned monster in dungeons always lose their FL.
    -Fixed a bug that players were able to move their units into the PvP-Arena castle.
    -Fixed a bug that players were able to share purchased items - now they are binded.
    -Fixed the itemdrop system textes and added a playercolor to them.
    -Fixed the tooltip of Rejuvintation.
    -Fixed a bug that creeps in dungeon didn't get increased damage due to their FL.
    -Fixed a bug that PvC monsters did not remove when the player left the game while fighting in the PvC-Arena.
    -Soundset: Fixed the soundset from Raven. (Bearvoice 0.o)
Balances:

  • -Illusion now deals the same damage on every level.
    -Balanced Sneak. (made it better [+])
    -Balanced Koma. (made it weaker [-])
    -Balanced Fire Rain. [-]
    -Balanced Megaball Ability. [+]
    -Balanced Blizzard. [-]
    -Balanced Mega Magic. [+/-]
    -Balanced Summon Earth Elemental [-]
    -Rebalanced PvC-Arena fight cost to: "15x²"
    -Balanced Special Missiles. [-]
    -Balanced Healing Wave. [+]
    -Balanced Rejuvintation. [-]
Cosmetic/Terrain:

  • -F9-Log: "WarlordsMaster" was written wrong.
    -F9-Log: fixed a writing bug with my email adress "[email protected]"
    -Name: fixed the typebug where "Toxic Liquid" was written "Poison Liquid".
    -General minor interface improvements.
    -Fixed a bug that Evil Armor got no projetile when he attacks.
    -Fixed a typebug "stroed" -> "stored" in the MonsterManagement.
    -Fixed a minor typebug "actived" -> "activated" while map init.
    -Teleport: The Monster Master now face to you after teleporting.
    -Added a minor grafical effect to the meres in dungeon #10.
    -Added a big pier on the bottom end of the town.
    -Added "Robbepop @ Northrend" to make sure on which server you have to search me. ;-)
    -Added peq to the credits for his small, passive hashtable tutorial.
    -Added Kricz to the credits for his awesome icons for the Monster- and ItemManagement System.
    -Added PipeDream, Vexorian, PitzerMike and MindWorX to the credits for the JNGP and vJass.
    -Added a fire visual effect to Duros.
    -Added the Partnership with "clan Gnet" and "God-Network" to the Loadscreen text.
    -Made some minor terrain cosmetics in a few dungeons.
    -Added new import icons to the MonsterManagement System.
    -Added new import icons to the ItemManagement System.
    -Added Headlessone to the credits for his beta testings.
Note:
This is a very huge update for MM RPG.
Nearly all missing Gui triggers are converted into Jass and i also use vJass elements.
The game is getting into his last steps bevor the first non-beta version is starting the development.
I did not change anything but the performance on the Save/Load system,
so your codes will still work. ;-)
This version is only stable to v1.24 and not to any earlier versions of wc3!

New Monster Master Names:

  • A - Avaldo
    B - Baldir
    C - Celvin
    D - Doros
    E - Evio
    F - Faras
    G - Gantor
    H - Helgaris
    I - Ionas
    J - Jaquaire
    K - Keeve, Krucz
    L - Lorgomir
    M - Malgabis
    N - Normanus
    O - Olavius
    P - Peokles
    Q - Quezal
    R - Rokhan
    S - Silvan
    T - Temeras
    U - Urio
    V - Valnar
    W - Wamberan
    X - Xantis
    Y - Yizz
    Z - Zoltan



Bugfixes:

  • -Fixed a bug which causes monsters in dungeons to despawn when a player left the region.
    -The monster in the sub fusion field will no longer lose it's items.
    -Some of the new monsters caused bugs in the savesystem - fixed.
    -When a player left while fighting in the PvP arena, the others couldn't finish the fight - hopefully fixed.
    -When a player left and revived afterwards, his state in the multiboard was 'alive' instead of 'left'.
    -Hell Walker had a melee attack - fixed.
    -Moonwood Walker had a melee attack - fixed.
    -Beast Talker had a wrong soundset - fixed.
    -Fixed some spellbutton positions.
    -Fixed a typeing bug with Scroll of Fusion #16.
    -Improved the damagelost of cripple.
    -Recoded the player left trigger. (Gui -> Jass)
    -Increased effect duration from Multi Power from 10 to 12 seconds and fixed typing bugs.
    -Dark Dorem has now got a new passiv ability. (Lifesteal -> Evasion)
    -It was possible to catch the PvC monster master which causes bugs - fixed.
    -The tree eating ability could make shortcuts in dungeon #8.
    -Hopefully fixed the hotkey bug with Megaball.
Note:
This is a fix version like v0.37b.
I hope there wont be any greater bugs in MM RPG now,
so that i can start developing the v0.4b versions.



Bugfixes:

  • -Fixed a bug, that you got "Drac Lord" instead of "Balamoth"
    -Typefix in F9-Log: "speedygonsales" -> "SpEeDyGonsales"
    -Some fusions for new monsters did not work - fixed.
    -Pardise Bird in Dungeon #10 had no items - fixed.
    -Textbug in the box on top right.
Note:
This is just a small fix version, but it's still importn to play this one instead of
v0.36b because the bugs were huge and everything but funny.



Bugfixes:

  • -Fixed the Staff of Lightning bug by changing how the spell is working.
    -Fixed a bug in the AntiAfkSys and recoded it a lil bit.
    -Fixed a bug, that sometimes enemies massed in dungeons. (for example in front of a gate)
    -Monster Master was able to equip some "only monsters" items - fixed.
    -Fixed a bug, that players lost gold when they got killed in the PvP arena.
    -Cloud Fog didn't cause enemies to miss on their attacks.
    -Monsters with Reincarnation wont get removed from the game now, when they die while reincarnation isn't ready.
    -Critical Strikes from items never triggered - fixed.
    -Megamagic was able to destroy trees, which could cause other bugs - fixed.
    -PvC Enemys often didn't attack your monster master - fixed.
    -Fixed a huge bug in the Fusionsystem, where a wrong monster was removed instead of the fused one in fusions with 2 different players.
    -Fixed a bug, that monster had no abilities, when they were caught above level 1.
    -Earth Guardian was shown as T2, but it was T3.
    -Fixed a tooltipbug from Poison Strike.
    -Added manacost to teleporter. (staff)
    -Wisp had a melee attack, but should be ranged - fixed.
    -Fixed a bug, where the Itemdropmessage said that a fusionscroll dropped, when a specialitem dropped instead.
    -Increased the distance from a portal when you enter a new dungeon.
    -It was possible to go through the closed PvC-Arena door - fixed.
    -Mega Drac had no projectile - fixed.
    -Added an error message, when loading with an old code. (also some Errors didn't worked right)
    -Added some error messages for "-new"; for example when you try to repick while fighting in the arena.
    -Fixed some bugstates.
    -Fixed a tooltipbug in the "Drac Lord" fusionscroll.
    -Fixed a bug that True Sight did not have any level conditions.
    -Fixed a bug that Corruption Aura did not have any level conditions.
Improvements/Performance:

  • -Decreased Loadingtime and improved game performance a bit by changing how the ability learn system works for enemy creeps.
    -Recoded the whole teleport triggers and added a few features to them. (GUI -> JASS)
    -Recoded the Fusionsystem a bit - now items from "parents" will go into the inventory of the result monster on will be layn down to its feet.
    -Recoded some other Triggers from GUI to Jass.
    -Added a max loadcount: Players now have got 5 tries to load their heroes.
Terrain/Cosmetics:

  • -Increased size of dungeon #6 a bit.
    -Increased size of dungeon #7 a bit.
    -Imrproved the portalrooms "terrain" a bit and made the missing numbers for the next dungeons.
    -Remade a few interface options.
    -Added a new imported icon to Burning Treant. (selfmade)
    -Added a new imported icon to Frost Treant. (selfmade)
    -F9-Log completly remade.
Gameplay:

  • -Added 4 brand new ?-monsters.
    -Added 7 brand new T4 monsters.
    -Added a new Multiboard, which give a great overview about the players and their teams.
    -Monsters now learn their stage 4 abilities with a min fusionlevel of 40 instead of 50. (they also need to be lvl 30)
    -Greater bosses now give more gold, when you kill them.
    -2 neu Dungeons! (#9 and #10)
    -New PvC-Arena fights. (20 total)
    -A new command: "-swapxy" which allows the player to swap the monster data with the data from a court slot.
    -Remade the fusionlevel requirements for T4 and ?-Monsters.
    -Increased the attack damage from monsters with higher tiers. (+2 dmg / tier)
    -Monsters in higher tiers get a hp and mana bonus now.
    -The command "-mi" now also shows the Fl of all monsters.
    -Monstermaster now revive after 30 seconds instead of 45 seconds.
    -Now, only players, who are in the Dungeon get the gold and the message, when a boss is killed.
    -Added a new Ability: Stomp
Balance:

  • -Balanced the price of some staffs.
    -All mana potions now cost 5 mana to cast.
    -Increased the bonus damage from Inner Fire.
    -Increased the bonus damage from Damage Aura and made the value non-%.
    -Rebalanced the price of some Monster Master items.
    -Rebalanced heal value of Spell: "Healing Wave"
    -Flying Dutchman now has got new abilities.
    -Greatly improved True Sight.
Items:

  • -Made the 7 missing Fusionscrolls for the ?-monster t4 fusions.
    -Added 12 brand new Fusionscrolls for the new monsters.
Note:
I had a huge data lost. So the work for the new version took longer and i had to recreate much stuff.
Please report all bugs to me, so that we can make MM RPG an awesome and bugfree game! :D



Items:

  • -Added 11 new Boss Items
    -Added Fusionscrolls
    -Added new and different Nets
    -Added Ankh of Reincarnation
    -Added Teleport
    -Added Staffs for Monster Master.
Abilities:

  • -Balanced some abilities
    -Added a few new abilites
    -Now every ability has got a new ultimate level 4 for lvl 30 monsters.
Triggers:

  • -Reset of savecodes because of SLS recodings
    -New Revive System
    -Fixed all reported bugs
    -Recoded nearly all Systems
Monsters:

  • -Added about 60 brand new monsters. (119 monsters total!)
    -Fixed some animation bugs of many monsters.
Gameplay:

  • -Changed the Fusionrules so that it is now easier to understand for noobs.
Terrain:

  • -Remade the whole terrain.
Note:
Because of the great terrain changes, the gameplay was influenced
and is now more like the real Dragon Quest Monsters or Dragon
Warrior Monsters games. The way you have to find new monsters could
be difficult for newbs, but i think, when someone like the gameplay
he will find it out. ;-)





Hint:

Persons, who know and liked the Dragon Quest Monsters
or the Dragon Warrior Quest games,
will sure love this! :D


And now the description:

You play the role of a Monster Master in a town of a volk which live
close to the nature. There you get the mission to train your own team
of Monsters to help them cleaning the country from the Darkness.

To get a better Monster Master and to get permission
to enter the greater areas, you have to fight
and win competitions in the PvC arena.

To get better Monsters,
you have to fusion them.
The stronger the parents,
the stronger will be the fusioned monster!
There are 141 Monsters in total in v0.55b.

As the Monster Master you can decide,
when your Monsters fight,
what Abilities they use and what Weapons and Armors they wear.
Every Monster has got 2 Item Slots.
The Monster Master can't wear equip items,
but he can carry potions,
or nets to catch new Monsters
or other useful stuff for the team to survive in the wilderness.

You can make matches versus your friends
in the PvP arena or play together as a team in the hostile dungeons
in the world of the monsters.


Features:

There are many features.
It's the best to find them out by simply playing the game. =)
It could be that the game isn't beginnerfriendly,
because in the beginning it is hard to
understand how everything works,
but finally it's fun, when you understood! ;-)


Screenshots:

And now a few Screens of the Game for you!


Basic Monsters:
neue_monster_in_v02a_t1_123.jpg


Tier2 Monsters:
neue_monster_in_v02a_t2_676.jpg


Tier3 Monsters:
neue_monster_in_v02a_t3_362.jpg


Tier4 Monsters:
neue_monster_in_v02a_t4_132.jpg


???-Monsters:
neue_monster_in_v02a_t5_144.jpg






A Fusionscroll for twinfusions:
fusionscroll_1_941.jpg


A Fusionscroll for normal fusions:
fusionscroll_2_182.jpg


General improvements:
kcigy9.jpg


The new monster court:
o94748.jpg







Perspektive 1
vovcr8.jpg


Perspektive 2
24y91cn.jpg


The King
2hqgjuc.jpg


New shopping area:
2qsnc3p.jpg


View from the Town over the World of MM RPG:
mm_rpg__view_from_the_town_926.jpg








Part 1
10p9jj9.jpg


Part 2
2dguhqu.jpg







Part 1
mm_rpg__dungeon_2_a_115.jpg


Part 2
mm_rpg__dungeon_2_b_979.jpg


Part 3
mm_rpg__dungeon_2_c_297.jpg


Part Boss
mm_rpg__dungeon_2_d_143.jpg







Part 1
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Part 2
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Part Boss
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Part 1
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Part 2
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Part Boss
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Part 1
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Part 2
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Part Boss
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The whole Dungeon
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  • -You will get a wrong savecode when you save with more than 200k gold


THIS MAP IS PROTECTED BY SpEeDyGonsales!

HF & GL by playing my game!

Credits are given ingame F9-log. ;-)

Keywords:
Monster, Master, Monster Master, RPG, ORPG, DQM , DWQ, Dragon, Quest, Warrior, Monsters, Role, save, load, Robbepop, beta
Contents

Monster Master RPG v0.59s (Map)

Reviews
18:57, 21st Aug 2009, Rui(#322): While original, the essence of this RPG differs little from that of most of the others. Read my review for details. Approved and rated 3/5 (Acceptable).
Level 2
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Nov 9, 2008
Messages
22
will there be quests like from the king or will there be special items you get from pvp? or wining in the arena?
 
Level 11
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Mar 6, 2008
Messages
898
hiho,

as you know,
i hate making quests,
thats why there are not one quest in this game.

but while there are no quests,
there is the pvc arena,
in which you must fight
to get rank points.

the enemy monsters there drop items,
which you can collect.
these items are very cool,
because most of the times,
the arena monsters have got a higher level than the dungeons monster,
which means that their drops are better. =)

but you need the ranking points to get the permission to enter new and dangerous dungeons. =)
there will be 6 different dungeons in the beta,
but i planned 16!

but there are special items.
you get them, by killing bosses on lvl 30.
then there is a small chance to get such a powerful item. :D

see the pvc as the quests in this game.^^

btw...
the bosses are now really hard.
even the second boss is soo strong,
that you really need to train hard,
if you want to kill him.^^

and there will be 16 bosses
in futur versions. :p

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
lol,
thats really a stupid question,
because i answered it about 5 times here in this post. xD

i dont really know when it will definantly be released,
but the v0.2b map is about 90% done,
so it wont be a long time for you until its finished and released. :D

Robbepop


EDIT:

i updated again the first post here
and added a few new screenshots for you. :D
 
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Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

ingame you will see the difference of the 2 dungeons.

dungeon #1 is based on the village set,
dungeon #2 is a mixture of ashenvale and sunken ruins
dungeon #3 (not presented yet) is a full felwood terrain.
dungeon #4 is a full sunken ruins with own ideas.^^

and the 2 last dungeons will be:

dungeon #5 will be a huge mountain path with ashenvale based textures. =)
dungeon #6 will be a magic forest with a wonderful streaming and big river.

Robbepop


EDIT:
i uploaded new terrain screens of the 3rd Dungeon! :D
hope you like it ...

EDIT2:
now i just have to create the 2 last dungeons
and make a few bugfixes and improve a few things
and then its time to release! :D
 
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Level 4
Joined
Dec 11, 2008
Messages
104
Dungeon 3 looks awesome , i think it involves demon and undead monsters? what about the other dungeons?

Dungeon 4 = water i think ?



Edit - You could make a dungeon inside some lava maze / volcano , with fire elementals , and the fire hero as a boss mb?
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

yes a fire dungeon will come,
and yes the boss there will be the firelord. =)
but it's a really late dungeon and wont
be there for the v0.2b version. =)

hmm what can i do,
that more than 3 people are looking into this thread for information? xD

because its the only mm rpg thread which i always update...

Robbepop
 
Level 2
Joined
Nov 9, 2008
Messages
22
free drinks, women and fish no maybe ppl forgot about this post when you post the new version maybe more ppl will be there also you might want to add a minimap image
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

in v0.2b there will be a very cool minimap image. 8')
i already added it to the map,
but i wont show it before the release. :D

Robbepop


EDIT:

today i finished the terrain for the 5. dungeon. =)
its called "Mountain Path" because the whole dungeons is on a mountain
and you must follow the path to reach the boss.^^


btw...
the 6. dungeon wont be a magic river!
i decided, that it will be a dark hole where demons and unholy creatures are living.^^

all in all the playable v0.2b is 94% done! :D



EDIT 2:
i made a new dungeon and uploaded a few new screenshots of it.
its a mountain path with hard creatures in it.^^
the boss is very defensive!
 
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Level 2
Joined
Nov 9, 2008
Messages
22
i really like the look of the last dungeon but it looks kinda tight so when you attack the first monster that 100 more that were somewhere around join in also there should be some resting space before bosses i dont know the dungeon respawn system but in this version i was allways attacked from other creeps or atracted them while fighting the boss you could make it like that the area where the boss is closes after you have entered and opens if you win or all die
 
Level 4
Joined
Dec 11, 2008
Messages
104
I agree about the resting spots , but i prefer it that the monster not inside the dungeon shouldn't be agressive so you won't need resting spots there ...

and either the bosses should be so hard that resting is needed or no resting spots .. because that would just take away the point of a dungeon if you can just take a break everytime it gets hard,

:grin: I cant wait to see this map coming ... Btw. maybe later you could just make it ALL dungeon and that you can capture all monsters there ... (lower chances ofc), but thats only when the entire map is full :D


:mwahaha: Imma check out the dungeon 5 screenies now

Edit : The dungeon 6 looks quite small .. Make more of those please because it gives more options in dungeons later on .. in newer versions ofc... so you wont have to do the same dungeon over and over again ...
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@Calvinus:
the creep respawn system is quite the same as before.
but the hard thing on this dungeon is that you get all the time surrounded by creeps,
and you really need a good team to survive this.^^
but i must say, that this dungeon is really small comparing to others...
but it was hard enough for me to create it,
because im not talented in dungeon terraining,...

@Kricz: thx. =)

@bureaulamp:
believe me, that the bosses in the coming version are hard enough. :D
for later bosses you do not just need a great team,..
you also need some other players to own the boss. :D

what do you mean with "All Dungeon" ?
a dungeon where you can find every single monster? xD

i have got a good plan, what dungeons i will make next.^^
and i also want good difference in the whole dungeons,
so that not every dungeon look similar. =)


i release a new beta testing map for my 2 testers.^^
when they told me all the bugs they found,
i gonna make a few new things and afterwards a final beta test map is comming.
and when they don't find any bugs there.
i release mm rpg!!! :D

i planned a week until that will happen.^^

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
I mean , That you get rid of the free roaming world later and just make LOTS of dungeons for lvls ... like 1-5 (5 dungeons) ,, thats why i considered the small ones.. lvl 5-10 creeps (5 dungeons) etc. etc. (idea : You could make some hidden areas in the dungeons that are hard to find that have "rare"monsters in it .. they dont have to be strong but they could look cool ..) Or maybe randomize some stuff in the dungeon spawn system ( this is all for later versions , dont bother it now)


P.S. you need testers :D:D:D?

looking forward to next week

EDIT - a rare monster could be a sheep or a penguin , because their just pure awesomeness .. (+they should be Really hard to find because when you find one you will have an awesome creep :D
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

haha
pls wait until the version is out,
then you can help me better with suggestions.
sometimes it is really hard to make things,
which other people want to have,
while the system is already done. xD

i can develop the map fast,
since 2 days,
because of the nice hollidays. :p

btw,...
in the beta wont be 6 dungeons,
there will be 7,
because of some issues... :p

Robbepop




EDIT:

THE DAY OF THE RELEASE IS COMING NEARER AND NEARER !!!
I CAN EVEN FEEL IT! :D
NOT MUCH LEFT ON MY TO-DO-LIST! ;-)
 
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Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

i think you saw the wrong date. :D
when i feel a release date,
then the map is coming in the next 3 days. :p

btw: dungeon #7 is finished. its a glacier with very strong frost monsters. :p
but i plan to make dungeon #8 before release,
because in #7 there are no lvl 30 units,
which are very important for a release version.^^
#8 will be a burning region with demons and other evil monsters...

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
it all sounds awesome but make you not every dungeon is filled with demons , because it sounds like that.. i might be wrong :grin:

because it would make it really repetitive and you could just try to use some of the night elves instead of undead :)

I might be wrong by saying everything is demon , but some dungeons are close..
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

you did not even see the last dungeon.
its the most demonic one. :D
but there are also non-demon/undead dungeons. =)

you will see! :p

Btw:
im done with terraining the 8. dungeon.
now i just have to create all the monsters there
and add them to the creep spawn/despawn system
and give them some items,
and then i will run out the testing beta for my testers.
when they say,
that the version is ok and dont find any bugs,
i will release! :D

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
Do you play on garena , because after your testing i would love to play the release with you and your friends ! :mwahaha:




Edit: lol just posting in this tread boosted my PC from 1 post to 39 -.- XD

if you are on garena you can just add me , my name is the same there
 
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Level 5
Joined
Feb 26, 2009
Messages
100
im vary confused i chose a baby dragon so then when i entered the area to the right of the king it said error only monster masters are allowed to enter so then i see portals i enter the one that says one and im like wtf cuz i my monster gets teleported to some random area at the top right corner of the map... and i cant catch a monster if i cant weaken it with my monster soo idk what happened...
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@ ipwnnn00bs4life:
yeah i can understand that the map is very complex for beginners,
but that's why i made a good F9-log and wrote many things very clearly on tooltips.
do i understand right, that your monster master was in a dungeon full of enemy monsters
and your monster were teleported on the top right?
- that's normal! ;-)
then you just have to use the abilities of your monster master.
with these he is able to call his monsters and to teleport them back to the top right.
there they can heal faster. :p
-> that's helpful in a fight!

Robbepop
 
Level 2
Joined
May 25, 2009
Messages
8
hiho,

finally i uploaded the new version today. :D

HF & GL playing it.

All bugs just to me,
i will try my best to fix them. ;-)

Robbepop

EDIT:
the minimap shown on the hive isnt right.
also still shows the old one...



Very nice map Mr. Robbepop! Is your latest version .28b or has hiveworkshop not updated the link yet? Thanks for all your hard work. I'm going to try your other maps now :).
 
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Level 4
Joined
Dec 11, 2008
Messages
104
Dam, I wish i could give you +rep again , but i cant.

I am going to install WC3 on this pc plox so i can finally go test this map and say : OMG WTF PWNT AWESOME!

Cus im so sure i will .. Tnx for making this awesome map and good luck on updating it ofc :D
 
Level 2
Joined
Sep 14, 2008
Messages
15
seems to be a glitch with the bird talker fusion with other monsters. The bird talker doesn't fuse, instead he stays there and makes one of my other monsters fuse. Oh and a suggestion: maybe make the hero not lose money when they lose in pvp match?
I really love this game though - it is exciting to see the fusion results.

Edit: Is it possible to allow sharing of items after X number of seconds ? Kind of a waste when an item drops and the person who last hit doesn't need it and I do =(
 
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Level 4
Joined
Dec 11, 2008
Messages
104
OMG WTF PWNT AWESOME! , I am playing right now , standing at some monster spawn so i can level slowly ,, . the first 2 minutes the game was full and everyone left -.- but now im playing solo with my ent and kobold :D .. Btw the all dungeon part i ment , you did that . :D ,,

Imma play some more Good work :D,


P.S. You havent told me if you play on Garena or B.net
 
Level 2
Joined
Nov 9, 2008
Messages
22
played it and im amazed everything that missed is added in this version i just got two lil things
1 it sometimes is frustrating to find t3 monster. you lvl up your t2 monster fuse it with another raised t2 and you get... another t2 well bosses can be a hint how to get t3 i guess
2another thing it would be nice if every player had their own stash you sometimes fuse a monster and before it was an int monster and you had int stuff and then you get an str monster and you get the idea. atleast i hope so
will continue to play the map to see what else is there^^
 
Level 2
Joined
May 25, 2009
Messages
8
@ Calvinus

I'm not sure how the tier mechanics work with fusion, but it's possible to get a tier 3 monster using tier 2 monsters. Try leveling both of them to 20 or 20+ then complete the fusion.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

Nice, that you all like the new version.^^

@archangel008:
Yeah the bug with the bird talker was also reported in a german forum,
so i now think it is really a bug.^^
But no matter,... i will fix it. :p

Yeah i also planned to remake the PvP trigger.
These are the only triggers, which i did not remake for the new version. *lol*

Ehm yeah,.... it would be easy for me to make items shared to all after x seconds. But then the protection of item cloning would fail.^^


@dragor-X:
No you can't catch bosses with nets.
But there is a way to get them all.^^
Fusion your monsters with the right recipes. :p
When killing lvl 30 monsters, they rarely drop Fusionscrolls.
These items describes you, how to get Monsters on Tier4 or ?-Monster stage.
So it's easier to find the secrets. =)


@bureaulamp:
Yeah i have got an account on garena.
But,... i never play on it, because nearly 90% there just play dota. xD
And the download time is really annoying there,
if i want to spread my maps...


@Calvinus:
Normally you get ALWAYS a Tier3 when you fuse two Tier2 monsters. 0.o
Otherwise it would be a bug, but i don't think that it is one. xD
I just tested that system for one player too often!^^

The stash was even planned for the next version.^^
But the items there wont save.
Otherwise the must be a code reset... :-(

Btw,... when you fuse monsters, the items don't get removed.
They get dropped at the fusiontime.
So you have to search them in the two small fusionzones after fusioning your monsters. :D
--> Perhaps i will improve the way it works...


BTW:
I already planned the changes and improvements and bugfixes for the next version. Now,... after all that hard work for this version im a lil bit lacy first. :p
But then i will finally start mapping on MM RPG soon and will release the new verion.^^

HF & GL playing it. ;-)

Robbepop
 
Level 4
Joined
Dec 11, 2008
Messages
104
lol robbepop nearly always dota ??? Why dont you try joining the Europe Rpg rooms , LOL no dota there :D


It's so annoying that nobody likes the map i play with :S:S
So i always end up solo which is really hard and a bit boring -.- :ugly:

Edit : I figured you can't add people without seeing them in the room , so .. ALL GO europe rpg room 1 / 2 / 3 / 4 etc...

or contact me on my hivemail / msn
 
Level 2
Joined
Nov 9, 2008
Messages
22
no i didnt ment the stash to save
on the other matter i was fusing (beast+dragon) and (nature+unholy) and got earth guardian(beast+nature) t2. but the nature unholy thing was captured not fused could that be why it didnt worked or just bad luck?
awesome map by the way ^^

edit n sht
found out earth guardian is t3 but says t2^^ sry^^
 
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Level 4
Joined
Dec 11, 2008
Messages
104
I fused a baby hydra ( water + dragon ) with a Naga warrior (water + i think beast)

(they were both caught in dungeon 4 so they didnt have a high fusion lvl i think)

And i got naga warrior (water + i think beast) ,,, its the same as those ghouls XD!!!!! i hope when i get him lvl 15 he will fuse to tier 3 ...


Edit : Second problem (it could be my bad but i think it wasn't)

I was fusing my wildkin with someones (basic) dragon .. so he went in portal and i went in the other 1 , and i got a kodo , (beast/dragon i think ) And the strange thing was I had my wildkin ... i lost my naga warrior !!!! And he was only lvl 12 so no fusion lvl + =[!!!!!!! i guess this is a bug.. Edit, This happened a 2nd time when i wanted to fuse my wildekin with someones Murloc... My wildekin stayed and my kodo was gone :( (i did get a bear though)


Edit 2: Whats the point of roll if you cant take eachothers items , you should make something to trade items with people
 
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Level 2
Joined
Sep 14, 2008
Messages
15
There is one thing that I been wondering: Why would I go through the trouble of making a Tier 4 monster if the damage does not increase? Where is the motivation? I have made a thunderman and the damage is only 5-5. The only thing I see is that there is a cosmetic difference, other than that, the spells are still the same spells that Tier 2/3 can get and the HP isn't any better either. Higher level fusion gets more + stats but that is irrelevant to the tier level.
 
Level 4
Joined
Dec 11, 2008
Messages
104
the fusion level gives a damage + stat bonus ... But i agree there needs to be some sort of improvement because you could just stick to some Basic or tier 2 and still have an awesome team .. fusing should be more rewarding .. since you get to start over from lvl 1!!
 
Level 1
Joined
May 31, 2009
Messages
2
Yes i agree, probably increase the skill effects? Or add in stronger ones.

Like.. Maybe megaball for tier 2, is only 50 damage. For tier 3, a megaball should be 100 or 120 damage, with additional mana cost.

Also even better, is it possible, to give tier 2 monsters one extra skill? And tier 3 monsters 2 more extra skills. So people would really fuse to get the best team they can.
 
Level 2
Joined
Jan 19, 2008
Messages
16
Only happened a couple times, but sometimes when a staff drops in Grime Valley it'll say a Fusion scroll has dropped instead.

E: Oh, but the healing staffs don't screw up, just teleport/fire/lightning.

E2: On the Mountain (Area 5), entering sometimes ports be to the Basic Forest. Leaving sometimes ports me to area one. ||Actually, any portal on the left side seems to do that.
 
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Level 2
Joined
Dec 21, 2008
Messages
19
Bug/Super Bug

I have a slight problem, I cant make a new guy then select a hero. :hohum:
It may be that i cant view the items. :cry:
(I play on a mac) :infl_thumbs_up:
 
Level 1
Joined
May 28, 2009
Messages
3
Kinda confused at the beginning, whenever I go through a tele, my monster goes to a little spot with a fountain of regeneration. I can't get it out. So how do you get your monster to the dungeons?:cry:
 
Level 4
Joined
Dec 11, 2008
Messages
104
I know all of you are waiting for E3 etc.. but before you ask how to summon your monsters look in the quest log , im sure its there...

Just to help you out here :

GO into a dungeon with your monster master
Select him
Click on the "BAG" skilll / press hotkey V
Select Release 1
 
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