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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
mm_rpg__dungeon_3_a_182.jpg


Part 2
mm_rpg__dungeon_3_b_265.jpg


Part Boss
mm_rpg__dungeon_3_c_204.jpg







Part 1
mm_rpg__dungeon_3_a_176.jpg


Part 2
mm_rpg__dungeon_3_b_777.jpg


Part Boss
mm_rpg__dungeon_3_c_213.jpg







Part 1
mm_rpg__dungeon_5_a_655.jpg


Part 2
mm_rpg__dungeon_5_b_931.jpg


Part Boss
mm_rpg__dungeon_5_c_131.jpg







The whole Dungeon
2s7b24x.jpg











  • -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
Joined
Aug 1, 2012
Messages
40
This is amazing. Loved the DWM series, and I love this.
The thing is... there's a single flaw. One thing that ruins this map and the DWM series in general. It's just so boring after the initial rush. There's so much grinding you need to do, without much change in gameplay. You have such an amazing system with beautiful terrain and a lot of potential, but it's ruined without more engaging... anything, really.
 
Level 1
Joined
Mar 22, 2012
Messages
2
Hello i think save/load is not working on me i have Rank 22 with few t4-t??? and when i try load it says wrong code i dont want to lose that load can you help? :p
 
Level 2
Joined
Aug 28, 2012
Messages
28
Sir Robbepop we understand that, but please try to make update we love that map it s so funny .
Many Players will be very happy if you update it.
i got 17 friends who play it every day and create 2 rooms in Bulgaria Rpg Room 1
In bulgaria that map is Very Very Popular, im strongest and i help people. Many of them asked me about Zone 13 and when will be released.i told them, i will ask Robbepop. Thank for answer anyway :)
 
Last edited:
Level 4
Joined
Feb 18, 2011
Messages
62
wont this map get updated anymore? its the best wc3 map i know! so i hope it will be still ongoing and not stopped also robbepop GJ on this map

EDIT:i would suggest u to make ''bounty'' monsters inside dungeons for extra prize/exp so it gets more fun,make ressurection time of monsters when they die not 45 sec but 1 min cuz when they die they quickly rez and it resolves at an never-ending pvp,pvc
 
Level 2
Joined
Aug 28, 2012
Messages
28
wont this map get updated anymore? its the best wc3 map i know! so i hope it will be still ongoing and not stopped also robbepop GJ on this map

EDIT:i would suggest u to make ''bounty'' monsters inside dungeons for extra prize/exp so it gets more fun,make ressurection time of monsters when they die not 45 sec but 1 min cuz when they die they quickly rez and it resolves at an never-ending pvp,pvc

Good idea Dude. i hope Robbepop will upgrade it soon :) :) :)
 
Level 2
Joined
Jun 21, 2011
Messages
14
I've been doing that for over a year now. I know developing this map is just a hobby but I think its by far the most awesome map on WC3 TFT.
So please when you find time make even more awesome.

corby
 
Level 1
Joined
Sep 19, 2012
Messages
2
Hey which monster looked like Illidan and what is his skill. How does Tamuha look like?
 
Level 2
Joined
Jun 21, 2011
Messages
14
Doreem is his name( i havent played for a year now) but im pretty sure he had a vampire skill that amplified his dmg and made his attacks leach life energy. also he had a corrosion curse. im not sure about the 3rd one.
Tamuha is a big hell creature with some fire skills...not really worth it.

corby
 
Level 1
Joined
Mar 19, 2012
Messages
9
dark dorem looks like ilidan's metamorphosis ([Lifesteal Active][Armor Reduction Active][Evasion Passive]).
But ravage looks exactly like ilidan but have wings and horns([Mababurn][Illusion][Critical Strike]) .
Tamuha is a cow with wings (Doom Lord).
 
Level 2
Joined
Aug 28, 2012
Messages
28
oh god i really want this map to be updated it s my FAVOURITE MAP IN ALL WARCRAFT III I PLAYED IT 1 YEAR !!!!! >_< PLEASE ROBBEPOP UPGRADE IT PLEASE >_< PLEASE DUDEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEe
 
Level 9
Joined
Aug 26, 2010
Messages
573
1 year is a very short time, there are many guys on this site who played wc3 for more then 8 years. Though this map is very unique. I saw only one map like this, but I prefer MM RPG because of 3 reasons:
1) that map was Chinese
2) that map was about pockemons
3) that map was pure shit with shitloads of stats and other stupid giant/bad made things which can be found in shitty maps of newbie authors
 
Level 11
Joined
Mar 6, 2008
Messages
898
Hiho,

I don't think that I will catch up enough time to go on with the work on this map.
That's why I thought about releasing an unprotected and open version of it for those of you who want to carry on the work and updates on this RPG.

So what do you think about this?

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
what's the difference between this?
the main idea behind this decision was that everybody can learn from it - even if codes are very outdated etc. ...
and another cool thing is that development could progress if there is a good coder who wants to keep this project alive again.

Robbepop
 
Level 3
Joined
Mar 15, 2011
Messages
40
Its kinda like a risky decision though cause once you do some will hack MM RPG and will make it their own, they might change everything and wont give any credit to you

also i agree with drizztdourden about the people asking personally
only accept those you can count on ( except me )
 
Level 2
Joined
Aug 28, 2012
Messages
28
sir Robbepop . i Quit War3 cuz Monster Master Rpg wasnt updated , i download it only for that Rpg ......................... if you can update it ............... i know you dont have time but why dont you try every day to left 1 hour for updating ?:ogre_frown:
 
Level 3
Joined
Jan 21, 2012
Messages
45
sir Robbepop . i Quit War3 cuz Monster Master Rpg wasnt updated , i download it only for that Rpg ......................... if you can update it ............... i know you dont have time but why dont you try every day to left 1 hour for updating ?:ogre_frown:

Lol 1 hour is a lot.
 
Level 2
Joined
Jun 11, 2011
Messages
16
does anyone still play this map? because they dont create it anymore at the Brazilian rooms, despite the fact it was not popular... But i like to play it very much, anyone who wants to play on the Brazil rooms add me my nickname is hgrwhite.
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

as I said I lost the newest version of MM RPG to keep it up to date4 and that's why i got demotivated. besides that the coding standart of mm rpg is extremely old and I've not taken a look into it since ages. so updating this map would come with a time where i have to get my minds back into the old codes.

this is another reason why any other mapper who is good enough in mapping could take over my work. I by myself can hardly find time to further update goh and I really can't update two maps at the same time.

Some time ago I decided to work on GoH instead of MM RPG because there was a much greater player pool - most players said that MM RPG is too complicated. 0.o

Robbepop
 
Level 11
Joined
Mar 6, 2008
Messages
898
Hiho,

I have awesome news for you guys!

Monster Master RPG has got now a new developer called "AdityaHegde".
As far as I could see he is a veteran in coding and has the abilities to create new versions and further improve the game.

So perhaps you will see a new version of MM RPG soon! ;-)

Robbepop
 
Level 4
Joined
Jan 19, 2012
Messages
124
great!

is amaizing to hear that finally anew ver is coming :D we can see a future for a new top orpg once more xD looking forward for it :)
 
Level 5
Joined
Aug 27, 2010
Messages
79
hello everyone,

I will be the new developer for Monster Master RPG!!

There will be a new version soon.
updates for next version,
  • Complete all dungeons.
  • Add File based character saving.


Plans for future updates,
  • Look for ways improve replay value of areas (ideas are most welcome),
  • Add an element of mutation. Every time 2 monsters fuse there is a chance to add more effects to spells, increase/decrease the numbers (damage/heal, durarion etc) on spells, increase/decrease stats.

edit:
  • Add quests!!
 
Last edited:
Level 2
Joined
Apr 7, 2010
Messages
10
A player's ideas.

Hello new developper ! We, players, are mostly happy to see this map will be continued to be updated (Robbepop has a life after all, can't take care of many of his maps alone).

As an old player of this map, I can provide you a bunch of ideas :

- A hidden shop between trees, in each world specialized in monsters' items. (items that can be drop, or even some recipe that can permit to obtain the boss stuff*)

- A peculiar idea of mine : I've always regretted that the "Q" spell (basic spell of each monster) wasn't more specialized... It would be good if you add a proper effect in function of the monster' races (and so on, for the secret ones). (for example : slow, dot, %amplified dmg received, area dmg, stun more long, etc...)

- Use the fact that trees regrow to make different path based on the monster you kill for the replay value, or add a fourth circle that have the effect to increase the difficulty of the area based on the PvE level of the monster master that complete the area.

- More spells available for monster along with an "ultimate" would be greatly appreciate in the further version (it's that that'll take the most of time I think)

- Spells' damage and their effects depend also on the monster's stats. It will balance the class between monster where the "tank" and the "caster" are worse than pure "Dps"...

- Three circles now in each world's end. The third would be the portal to the next one. (special reward for chain of completion)

- A hardcore mode for each world (all monster lv 30 with stats improved and better items so on, with also more monster in the world to increase the difficulty). Can be added at the beginning of the map where the players chose the mode of the game, can be a plus for the replaying value for experimented player.

- Add a PvE challenge that doesn't influence on the PvE rank of the monster's masters. Available only if the monsters' master attain the level maximum.

- A secret world (world 15) that would be the reverse city colored in purple of the current one. (can be unlocked only if all the quests are achieved, I think you have more idea than me for them, like a trackback of the boss, ladder, something like that...)

- A sort of defense mode also for an another secret world would be appreciate. (as a castle defense, different award such as boss items...)

We are looking forward the update :) !
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,178
I would advise increasing EXP income rate for monsters as you breed them. The main killer of this map for me was that you needed to level dozens of times which became increadibly boring. Eventually I genned myself a max code as I could not be bothered wasting time re-leveling up.

Obviously not stupid values, but a start would be 5-10% per evolution point (I think that was what you gained with every evolution mathing certain criteria). Alternativly you could make it based on trainer level so as your trainer levels up (5-10% exp per level) it becomes easier to re-level.
 
Level 5
Joined
Aug 27, 2010
Messages
79
Hello new developper ! We, players, are mostly happy to see this map will be continued to be updated (Robbepop has a life after all, can't take care of many of his maps alone).

As an old player of this map, I can provide you a bunch of ideas :

- A hidden shop between trees, in each world specialized in monsters' items. (items that can be drop, or even some recipe that can permit to obtain the boss stuff*)

- A peculiar idea of mine : I've always regretted that the "Q" spell (basic spell of each monster) wasn't more specialized... It would be good if you add a proper effect in function of the monster' races (and so on, for the secret ones). (for example : slow, dot, %amplified dmg received, area dmg, stun more long, etc...)

- Use the fact that trees regrow to make different path based on the monster you kill for the replay value, or add a fourth circle that have the effect to increase the difficulty of the area based on the PvE level of the monster master that complete the area.

- More spells available for monster along with an "ultimate" would be greatly appreciate in the further version (it's that that'll take the most of time I think)

- Spells' damage and their effects depend also on the monster's stats. It will balance the class between monster where the "tank" and the "caster" are worse than pure "Dps"...

- Three circles now in each world's end. The third would be the portal to the next one. (special reward for chain of completion)

- A hardcore mode for each world (all monster lv 30 with stats improved and better items so on, with also more monster in the world to increase the difficulty). Can be added at the beginning of the map where the players chose the mode of the game, can be a plus for the replaying value for experimented player.

- Add a PvE challenge that doesn't influence on the PvE rank of the monster's masters. Available only if the monsters' master attain the level maximum.

- A secret world (world 15) that would be the reverse city colored in purple of the current one. (can be unlocked only if all the quests are achieved, I think you have more idea than me for them, like a trackback of the boss, ladder, something like that...)

- A sort of defense mode also for an another secret world would be appreciate. (as a castle defense, different award such as boss items...)

We are looking forward the update :) !

Hello mugu,

- My plan is to implement a crafting system. You get essence (or some other name) as drops (or bought in shops as u said) and you can craft unique items that you dont get as drops. Along with that we can have shops in each area as u said, guarded by a mini boss!

- As i mentioned about mutation, the basic skill can be modified (or others too) after a fusion.

- Good idea. But in the current terrain, it will be hard (i am not that great at terraining). Will definitely try to do it where possible.

- Planning to add more spells based on mutation.

- May have to add them for new spells that i will be adding, as the current spells are already balanced.

- Chain completion sounds good. If we increase the monster difficulty every successive area in the chain then it will be a good feature.

- I had planned for it. My plan was, to chose difficulty while entering an area. Difficulty would be either based on the level/fusion level/no of monsters/items.

- I dunno about this. PvE is for increasing rank. Not for farming. Once entities for area replay value is implemented, farming in areas seems better that PvE.

- Regarding areas more that 14, i wont be doing them for the near future. Once all the plans i have are done, i will consider this (then again they will be secret, you might not even know it is there ;) )

Most of your suggestions go into my TODO list :) thank you...
 
Level 2
Joined
Aug 28, 2012
Messages
28
I WANT TO SAY ONE BIG THANKS TO YOU mugu for trying to update the version ^^^^^^^^^^^^^^^^^^ <3
I hope you will add more cool things, we are waiting for updates
 
Level 1
Joined
Dec 17, 2012
Messages
7
Well... i think... dont change too much in a first update, if you put 10 steps foward you will loose the control and the game can be hard to play, will be hard to call new players to play the game... try change just what is necessary and makes some updates by eache version.

I will be w8. =]
 
Level 4
Joined
Jan 19, 2012
Messages
124
great :)

hey its amaizing that you will continue this map, i think i can thank you for all the ones including me that loves it!

so there will not be a code wipe in the first of ur vers? i was hoping for it to start hosting with all new to help em understand at the same time easier /:

my suggestion is to not just add new skills, make em more usefull pliz!!! actually easier and prolly best option is to get ranged agi dps´ses all the way to go with a tank, spells become kind of useless end game /:
 
Level 2
Joined
Aug 28, 2012
Messages
28
We all waiting the pros to update that cool map ^_^ I would do something to help them but I cant................................ Anyway please post link for new map in this Thread:thumbs_up:
 
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