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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
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
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Part 2
mm_rpg__dungeon_5_b_931.jpg


Part Boss
mm_rpg__dungeon_5_c_131.jpg







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 1
Joined
Sep 19, 2012
Messages
2
Can you add save system, like in GoH, so we don't have to printscreen and take some time to write the code.
 
Level 5
Joined
Aug 27, 2010
Messages
79
A very happy new year to all of you :)

@Dr Super God, I am trying to make farming more interesting by adding better AI, random monsters. Completing dungeons successively will give more xp and gold. So increasing the xp gain is not on my agenda.

@rafadp1, Ya, i am gonna take it slow. All the ideas are not going to be there in the next version.

@PachaXD, Thank you :) No there wont be a code wipe. Will do both, improve existing spells and add more.

@BOLT_PROTO, You can help with your suggestions, bug reports :)

@3anhemlth, Saving in file is not there in the current version. Will be added in the next.

@Unown, Already planning for it :)


Thank you everyone for your suggestions :)
 
Level 4
Joined
Jan 19, 2012
Messages
124
gl on this amaizing project! i think ill start new anyway to get players started and well it ahve been like 1 year i need to rediscover xD any idea when new ver coming? :D
 
Level 2
Joined
Aug 28, 2012
Messages
28
it will take some time for me to get started... I have to covert all triggers from jass to vJass... hopefully by 1st week of February, it will be ready...
:) Im very happy cuz someone will update the best map in War3

Btw I got Idea.
Maybe you can create Magic Master(Quester) - Bot ,who will give us quests for exp.
Like Maybe
Kill 3 Kobolts In Area 1 To Complete
Reward 25 exp (or lower)
Pass Area 1 To Complete
Reward 30 exp(or lower)
Kill The Boss in Area 2 To Complete
Reward 50 exp (or lower) - Only 1 player can complete that.
And other quests
Here`s picture how I see the "Magic Master" (Quester)
http://i47.tinypic.com/2mpldm1.jpg ( sry i couldnt create good skin on that picture ..... for that I post it , if you can do it )
 
Level 13
Joined
Jun 3, 2011
Messages
1,058
Found a major bug!
The Master is still invul when there are no more monsters in his side
 

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Level 2
Joined
Aug 28, 2012
Messages
28
Ur Master is invulnerabule cuz you have Monster realeased, BTW im 31 rank with 1 ??? monster and 2 tier 4 fusion level 25 monster
 
Level 2
Joined
Aug 28, 2012
Messages
28
How ever i stop play cuz i wait new update. I think there my code will be unvaible and i must start again. ^^ will be so funny. I suggest you to wait like me ;):ogre_hurrhurr:
btw do you have skype Legendary ?
 
Level 13
Joined
Jun 3, 2011
Messages
1,058
How ever i stop play cuz i wait new update. I think there my code will be unvaible and i must start again. ^^ will be so funny. I suggest you to wait like me ;):ogre_hurrhurr:
btw do you have skype Legendary ?

No, i don't use that do you have garena or something?
 
Level 2
Joined
Aug 28, 2012
Messages
28
Nope only skype T_T, i got and facebook my name is Chani Dimov what s ur name there ? , we should start private chat ( i dont have picture on facebook if you find me to know ):vw_sad:
 
Level 2
Joined
Dec 22, 2012
Messages
11
i got rank 31 and 6 ???-Monster
i tested it and enemy monster master stays invul when u catch any monster from him even when u have killed all his Monsters
 
Level 2
Joined
Apr 11, 2011
Messages
13
Hey guys, need some help here!
I have an infernal and balamoth which is ???-monster but i am wondering if i should get a revage or sinister for my last ???-monster? Any suggestions?

Also, does anyone know what does 50% frost attack do to monsters? cos i have a weapon that says that in one of the stats
 
Last edited:
Level 2
Joined
Aug 28, 2012
Messages
28
:) Im very happy cuz someone will update the best map in War3

Btw I got Idea.
Maybe you can create Magic Master(Quester) - Bot ,who will give us quests for exp.
Like Maybe
Kill 3 Kobolts In Area 1 To Complete
Reward 25 exp (or lower)
Pass Area 1 To Complete
Reward 30 exp(or lower)
Kill The Boss in Area 2 To Complete
Reward 50 exp (or lower) - Only 1 player can complete that.
And other quests
Here`s picture how I see the "Magic Master" (Quester)
http://i47.tinypic.com/2mpldm1.jpg ( sry i couldnt create good skin on that picture ..... for that I post it , if you can do it )
Again if someone didnt see it.
Btw Good Luck ^^:ogre_haosis:
How It s the progress ?:ogre_hurrhurr:
 
Level 2
Joined
Aug 28, 2012
Messages
28
@BOLT_PROTO, I did see it :) was busy so didnt have time to reply...sorry about that...

the progress is slow and steady :) am still converting triggers to vJass, so the immediate release wont have many changes (other than the trigger overhaul)...
Ok i wish you good luck:ogre_haosis:. I wont bother you anymore :grin:. I am in waiting for the new version ^_^:grin:
 
Level 2
Joined
Dec 22, 2012
Messages
11
some improvements

@BOLT PROTO
not only you were waiting for the new version :)

@AdityaHedge
I have some ideas for the last dungeon. Is it possible to make 2 boss Mobs? When its able you may can create 2? The final boss of the stage you maybe can name Robbepop (If Robbepop doesnt want this than you can use your name) and the subboss AdityaHedge (or any name you like)?
The "look like" (Design, spells dmg etc.) of the boss is free chooseable (dont have any ideas for it).
Also the terrain of the stage would be free chooseable.
The bosses should be unmakeable (noone can have it, expect you and robbe) and
not solo able. Cause games getting boring when u can do everything alone.
The Monsters in the final stage should be fl 50 or fl 60 and mostly t4.

I hope you and the other people like my ideas.
I want some Critics and improvements.
If you want i can be a "betatester" of the new Version.

Im not angry if you wont use my ideas. I just wanted that you know
how i think it would be nice.

Sry for my bad English, im german :)

Good Luck & fun with coding on the game.
 
Level 1
Joined
Jan 18, 2013
Messages
2
Robbepop are one of the best map makers from hive, but i have an question: Hey Robbepop, you will make another maps style Monster Master or will update it?

--
Sorry for bad english, my brazillian friends likes your maps.
 
Level 2
Joined
Dec 22, 2012
Messages
11
Robbepop are one of the best map makers from hive, but i have an question: Hey Robbepop, you will make another maps style Monster Master or will update it?

--
Sorry for bad english, my brazillian friends likes your maps.

hello Pedro.fern91,

robbepop wont update Mm rpg anymore.
But he found someone (AdityaHedge) who will release updates.
Just give him time cause i dont think that its easy to start in an "new" project.

Thorsohn
 
Level 1
Joined
Dec 29, 2010
Messages
2
I don't know if it's a bug, but when i loaded game, my monster master lost his items...:vw_unimpressed:
It's a bug, or an intentional action of the mapmaker? :vw_wtf:
 
Level 5
Joined
Aug 27, 2010
Messages
79
sorry guys...

was really busy with office work :(

@Thorsohn i dunno...naming monsters after myself (and Robbepop) doesnt seem like a good idea to me...any way i m still converting triggers to vJass...didnt come to planning last area yet...so will consider your idea...thak you...

@BOLT_PROTO around 60% of triggers are converted to vJass...it might be another month before another releaase :(

@Robbepop i agree...i'l keep giving updates here...

@Balrazhul i will adopting a new saving technique...so there will more things that will be saved (u'l still be able to load using old save code)...but right now as DrizztDoUrden mentioned monster master inventory is not saved...
 
Level 3
Joined
Mar 15, 2011
Messages
40
blabla

ey adity you'll post the updated version here in hive? if thats the case im really looking forward playing the new version

also robepop( sry if mispelled ) ya might want to give adity some info about what things shouldn't be changed xD
 
Level 11
Joined
Mar 6, 2008
Messages
898
also robepop( sry if mispelled ) ya might want to give adity some info about what things shouldn't be changed xD

Hiho,

I won't make any borders for AdityaHegde nor do I want to have an influence of his work. I think he is doing a great job with Monster Master and will do a great job with it in future.
Let's all just wait for the release of his version of MM RPG. =)

Robbepop
 
Level 4
Joined
Jan 19, 2012
Messages
124
hi, im a fan of the. map xD and well i would like to suggest something for the new versions...
please make it posible to have a tank give some units taunt or at least make it posible to have a melle guy tanking! when u got 2-3 melles one tank geared the creeps always change target to the rest and theres no way of getting back the agroo without taunt... even if i send the tank first and let him take some hits they change to the others as soon as they go in, please make something to be make a melle gameplay posible, maybe doesnt matter a lot at low lvls but endgame rooms really need an order with this, making the only posible way to play em with 1 melle (tank ) and 2 rangeds(supports or dps) i think we should be able to pick or gameplay style /:
 
Level 4
Joined
Apr 22, 2010
Messages
77
hi, im a fan of the. map xD and well i would like to suggest something for the new versions...
please make it posible to have a tank give some units taunt or at least make it posible to have a melle guy tanking! when u got 2-3 melles one tank geared the creeps always change target to the rest and theres no way of getting back the agroo without taunt... even if i send the tank first and let him take some hits they change to the others as soon as they go in, please make something to be make a melle gameplay posible, maybe doesnt matter a lot at low lvls but endgame rooms really need an order with this, making the only posible way to play em with 1 melle (tank ) and 2 rangeds(supports or dps) i think we should be able to pick or gameplay style /:

I personally think that it's challenging and also fun to not have taunt on every single melee tank there is. It makes you have to be more aware of your monsters and micro them a lot more. Constantly moving and managing your monsters is a cool aspect of the game.

PS: Having 2 ranged monsters and a tank isn't the only style of monsters that you need to have. Currently I can solo Duros with Megyr, Revage, and Iraculus, even with him constantly changing targets (including Iraculus).
 
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Level 2
Joined
Aug 28, 2012
Messages
28
any news of adjahedge? :p

we want to hear some news - news bring life to a community!

Robbepop

I am waiting too for the new version. 1 year passed , after 2 month WE FINISH SCHOOL AND WARCRAFT III SEASON START AGAINNNNNNNNNNNNNNNNNNNNNNNNNNNN, so please finish it faster :D:ogre_datass:
 
Level 2
Joined
Dec 22, 2012
Messages
11
hey AdityaHegde,

i know its hard to get started in an project from an other person.
I really dont know but i dont think that its hard to change the art of the saving.
Can you please release the Version of Robbepop (0.59b) with the saving to the wc3 file (as .txt)? Cause some friends and me got problems with making screenshots (ingame i only get screens from my Desktop)

Hopefully,
Thorsohn
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Cause some friends and me got problems with making screenshots (ingame i only get screens from my Desktop)

This problem occurs because of your warcraft3/graphics configuration.

If you can't use cntrl+prtscrn to take a screenshot, you should instead check your
Code:
C:\Program Files\Warcraft III\Screenshots\
directory, which will contain TGA versions of screenshots (these will have taken properly).

If you can't figure this out, just use a pen and paper!

---

@Robbepop:

I've tested your map, and I'm a big fan of the Dragon Warrior Monsters series. I remember playing those games for Gameboy Color as a kid.

I really appreciate the time that you've spent in making this game so far - I think if you keep working on it, it will become very fun!

I have some suggestions for you after having tested the game:

  • Filename Convention: If you take a look at C:\Program Files\Warcraft III\Maps\ you will see that Blizzard has named files in a very uniform way. (2)BootyBay.w3m contains the initial (2) so that the maps will be ordered by number of players - this is the same as the order shown in the game map list, so it helps you search for a map in your filesystem. You should duplicate this, for example: (10)MonsterMaster059bp.w3x
  • In the pre-game (map choosing) menu, your map description below the minimap is too long and cuts off.
  • In the main island there are two portals that say "Main" and "Sub" - but they don't go anywhere. What are these for?
  • You should use floating text instead of writing words with doodads. This looks cleaner and will improve the over-all aesthetic of your map.

I would love to see you work on these things and improve the map - then I will test it again!

If you need any cool effects or vJass systems I can help also :)

Good luck,

Overall: *** (Will update on next test)
 
Level 11
Joined
Mar 6, 2008
Messages
898
hiho,

@Cokemonkey11:
thank you very much for your review.
however, I am no longer developing this map as I gave it away to adjahedge who is currently (hopefully still) trying to improve the map and who will release a new version (hopefully) soon. =)

you could contact him directly here on the hive workshop if you want to tell him your suggestions aswell.

Robbepop
 
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