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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 9
Joined
Sep 5, 2015
Messages
369
Everytime I stop playing warcraft 3 for several months and come back to the custom games, I always see a monster master game hosted, it reminds me of how badass the game is, and then i just start hosting them and playing it until i beat it (3+ tier5 monsters) lol!! <3
 
Level 11
Joined
Mar 6, 2008
Messages
898
Hiho,

it is me once again in a while.

I am here to propose to make Guilds of Hyppos RPG, Monster Master RPG as well as the newer versions of Line Tower Wars - Evolution open source so that everybody can look into them in detail, edit them and enjoy their own updated versions of these games.

How do you like this idea?

Since I do no longer really have time to maintain my projects I think this is the right decision which can suite everybody. =)

Regards,
Robbepop
 
Level 1
Joined
May 11, 2010
Messages
1
Makes me happy to make you happy from time to time with this old map. ;)

Please do it


--Side note, will anyone play with me? I make a lobby and sit in it for hours and no one says longer than downloading the map. This game is meant to play with someone else!
 
Level 3
Joined
May 25, 2016
Messages
19
I went through the trouble of compiling a complete list of monster fusions and monster stats.

Every monster has details on their stats and abilities. A separate list was made detailing each ability.

Been looking far and wide for info like this.
Thanks so so much! :)
 
Level 3
Joined
May 25, 2016
Messages
19
I have picked this game back up after having not played for a few years now.
I didn't ever get past making a tier 3 monster with FL 3 or something.
With regard to increasing FL, if I have let's say a Treant Warrior - Nature/Beast(Tier 2) FL1 then I get this to level 30. Then I also get a Kobold Beast(Tier 1) to Level 30. If I was to fuse these together, Treant Warrior as the main and the Kobold as the sub - firstly the outcome would be a Treant Warrior right and secondly the FL would go up from FL1 -> FL7 as 2x 30 = 6 FL right?
So if the above is all correct, the easiest way to get FL 15 on a monster is to Level a Tier 2 and a Tier 1 to 30 and fuse these a couple of times right?
 
Level 3
Joined
May 25, 2016
Messages
19
I answered my own question.
Created an Earth guardian yesterday evening using a level 30 Treant Warrior and Polar Bear. Now got a level 15 Earth Guardian with +7FL.
I still need to find out if merging with a Tier 1 will increase the FL further or if I would have to make into a Tier 3 in order to increase it further. I will test this out this evening myself :)
 
Level 3
Joined
May 25, 2016
Messages
19
Okay, I merged a level 16 Treant Warrior(Sub) with my Earth guardian(Main) level 15 and this created a fresh Earth Guardian with +1 to Fusion level, so now at FL8. Looks like a really easy way to get FL15.

My last question is: What is the highest FL possible? :p
 
Level 9
Joined
Aug 26, 2010
Messages
573
Max fl is 60 I think.
30~ ll open lvl 4 spells I think.
For each tier your creeps count as +1 level for exp gaining, so easiest way to get 60 FL is to breed basic tier creeps of same type all the way to 60 fl and then to do some lvl 10 breeds up to ?-mosnters.
Sorry if I'm wrong, haven't played for years.
 
Level 3
Joined
May 25, 2016
Messages
19
Yeah, that's what I was going to do.
I now have my 1st ever Tier 4, Arakkoa FL17 atm.
Working on a 2nd Tier 4 first, before I go for really high FL :)
 
Level 9
Joined
Aug 26, 2010
Messages
573
No, that isn't what I suggested. If you get 6 FL per breed, you hace to breed monsters 10 times. If you breed basic tier mosters, you need 6 * 1-30 level ups of main monster. If you breed tier 3 monster with anything you need 6 * 4-33 level ups of main monster. So you need 6 * 30-33 levels instead of 6 * 1-4. Which is huge amount of time. Easiest way to farm FL is to lvl up 2 basic tier mobs in dungeon 5 up to lvl 15 or 20 and then breed them. And repeat that until they ll get 50+ FL.
 
Level 3
Joined
May 25, 2016
Messages
19
No, that isn't what I suggested. If you get 6 FL per breed, you hace to breed monsters 10 times. If you breed basic tier mosters, you need 6 * 1-30 level ups of main monster. If you breed tier 3 monster with anything you need 6 * 4-33 level ups of main monster. So you need 6 * 30-33 levels instead of 6 * 1-4. Which is huge amount of time. Easiest way to farm FL is to lvl up 2 basic tier mobs in dungeon 5 up to lvl 15 or 20 and then breed them. And repeat that until they ll get 50+ FL.

I completely understand what you meant by this now.
It's quicker to level a Tier 1 than it is a Tier 2 and then again even more so than Tier 3 etc. I am going to do this in order to make another FL15, I've got a Vampire but I am going to swap out for a Dryad as it just seems too good to be true for playing solo.

I currently have 1x Tier 5 - FL 33 and 2x Tier 4 - FL 29 & 23. Done area 8 solo so far. Going for area 9 this evening :p
 
Level 3
Joined
May 25, 2016
Messages
19
skel = -armor, satirs = 100% aoe miss

Ah right, makes sense then.
I am looking at going Tank, DPS & Healer to clear the next lot of areas.
I have Gigantus, Dark Dorem and then I will soon have Dryad.
Do you think this team setup would do well or is having a pure healer pointless...?
 
Level 3
Joined
May 25, 2016
Messages
19
Idk, content is easy there anyway. And tbh I don't remember much. Main advice is mage DDs suck :(
PS: DPS - damage per second. DD - damage dealer. DPS is plain number showing your damage output. DD - hero/unit type.

Dark Dorem seems to do good DPS atm, although I only made it as another user wanted one, so I got one by default. I will change him out if I start to struggle with DPS in high areas.
 
Level 17
Joined
Sep 8, 2007
Messages
994
Hiho,

it is me once again in a while.

I am here to propose to make Guilds of Hyppos RPG, Monster Master RPG as well as the newer versions of Line Tower Wars - Evolution open source so that everybody can look into them in detail, edit them and enjoy their own updated versions of these games.

How do you like this idea?

Since I do no longer really have time to maintain my projects I think this is the right decision which can suite everybody. =)

Regards,
Robbepop

Loving the idea. Where exactly do you want to release the maps?
 
Level 1
Joined
Aug 1, 2017
Messages
1
Listen people,this is the best map that was ever created in the whole WARCRAFT III , I will probably install War3 only to play that map again,this is insanely fun,I WISH THERE WAS A WHOLE GAME CALLED MONSTER MASTER RPG AND WE COULD PLAY TOGETHER AND HAVE FUN. This is like POKEMON AND EVEN BETTER WITH THESE FUSIONS,If Robbepop is able to add more stuff and update the game it will become even funnier,thank you Robbepop for creating that great map!!!
 
Level 2
Joined
Apr 9, 2011
Messages
11
I'm really tired of everytime I want to play LOVELLY game, I have to download the WC3, so I always have to come back and download the map, man, I just can't believe I still love this game that much, I mean, with thousands games made every year, none is similar, not even close to anything so good. we have many games with so pretty graphics, but nothing inside, anyway, thanks to Robb, U R the BEST.
 
Level 1
Joined
May 24, 2014
Messages
4
Just downloaded wc3 just to play this map lol, i swear there use to be a fusion list of all the monsters and the ??? teir but i cant find it, any1 got a link? :D
 
Level 15
Joined
Aug 7, 2013
Messages
1,337
Update:

Thank you all for responding to the survey. I just finished building my new Windows PC Computer! Part of why the project derailed was my last Windows PC blew up (literally) when I was working on this back in 2014. I never was able to get a new Windows PC to function as a development machine for this project until recently. So that is a big part of why I'm returning just now.

I took over the project from Robbepop a few years ago and I had been developing an enhanced remake.

I have been active on the Hiveworkshop again and I am strongly considering returning this project.

I've put together a survey, please respond so I can gauge interest on whether developing this project will be valuable to the community.

Survey: Monster Master RPG
 
Last edited:
Level 1
Joined
May 24, 2014
Messages
4
I like the idea of some basic perks like bonus chance on certain mobs, but making your master atk and getting a 4th monster is a bit much.
Breeding could be kool to but the current fusion system is what makes MMRPG the game it is.
I think adding quests and stuff to do in the dungeons would be nice and other stuff to do outside of them, but idk about a full open world map, could be good.
and magic keys seem complicated AF lol

I have no idea about making maps or anything was wondering how hard it would be to do it on DotA to get a much bigger community.
 
Level 2
Joined
Jun 3, 2015
Messages
10
Update:

Thank you all for responding to the survey. I just finished building my new Windows PC Computer! Part of why the project derailed was my last Windows PC blew up (literally) when I was working on this back in 2014. I never was able to get a new Windows PC to function as a development machine for this project until recently. So that is a big part of why I'm returning just now.

I took over the project from Robbepop a few years ago and I had been developing an enhanced remake.

I have been active on the Hiveworkshop again and I am strongly considering returning this project.

I've put together a survey, please respond so I can gauge interest on whether developing this project will be valuable to the community.

Survey: Monster Master RPG

May I know where can I keep track of your update?
 
Level 15
Joined
Aug 7, 2013
Messages
1,337
Edit: I am excited about the newest Warcraft III patch. I think this will help move the project forward in a big way. I am patiently waiting for the dust to settle and see what the community comes up with as I continue this project.

I'll aim to update my thread post and/or reply to any comments on these posts.

I also have GitHub repos where I'm creating tools that will help speed up the development process of the actual map. These can be seen here, and you can see my commits which would be a way of keeping track of my progress.

(1) GitHub - sethmachine/hive-world-editor: Python translation of key parts of the C++ HiveWE project.
(2) GitHub - sethmachine/wc3-terrain-generator: Attempts to generate new WC3 terrain using Deep Learning.

Seth
 
Last edited:
Level 1
Joined
Feb 11, 2018
Messages
1
Survey done! I really appreaciate the effort that you put to the game, sethmachine. Love all new ideas that you put in the survey, eventhough i would prefer the updated version of the original, still... its nice to hear update from you. I'm looking forward to the new project! Thank you!
 
Level 2
Joined
Jun 3, 2015
Messages
10
Edit: I am excited about the newest Warcraft III patch. I think this will help move the project forward in a big way. I am patiently waiting for the dust to settle and see what the community comes up with as I continue this project.

I'll aim to update my thread post and/or reply to any comments on these posts.

I also have GitHub repos where I'm creating tools that will help speed up the development process of the actual map. These can be seen here, and you can see my commits which would be a way of keeping track of my progress.

(1) GitHub - sethmachine/hive-world-editor: Python translation of key parts of the C++ HiveWE project.
(2) GitHub - sethmachine/wc3-terrain-generator: Attempts to generate new WC3 terrain using Deep Learning.

Seth

Even I study computer science I still can't understand all code and didn't know how progress it was.
Maybe you should tell us what is done, what still in progress.
 
Level 2
Joined
Dec 31, 2012
Messages
17
HELP WITH SAVE LOAD!!

Does anyone know why my load won't work? 5 hours in everyone left and I was the only one, I played the game for another 15-16 hours straight no joke. 22 hours in, i saved the game, sold a few items from my chest, saved again. Now I wake up, and i try to load my code and it won't work. I've hosted 10 games and tried everything and it won't work.

NOW.....i've heard before 4-5 years ago that if you saved with 50k gold or more the code would be broke. I THINK I REMEMBER this anyways....i have 51k gold....anyone have any input? I am really trying to play thjis game through again i was feeling good nostolgia havent palyed Monster masters in 4-6 years. and I am definitely not going to make a new code...im like 60 hours in...fuck that.

HELP
I CAN PROVIDE THE SCREENSHOT AND MY NOTEPAD CODE IT ISNT WRONG. 100%
 
Level 11
Joined
Mar 6, 2008
Messages
898
It is true that the save & load system is broken in a certain way - too long time ago and I cannot remember the exact reason, but the one with above 50k gold might be it.
However, as much as I want to help I can't help you.
It would have been really important if this save & load bug got fixed.
 
Level 2
Joined
Dec 31, 2012
Messages
17
jesus chrsit I knew it was the 50k gold one. I had several screenshots under the current screenshot where i had like 48k gold 44k gold etc etc etc. but those didnt work im guessing the last code overwrites those ones. fuck me dude. im pissed
 
Level 2
Joined
Jun 3, 2015
Messages
10
hahahahahaha wow. I really wish you would work on a second one or finish the current one by adding quests few more dungeons few more items etc. And ultimately I wish warcraft 3's pathing and movementa nd selection/collection of units was more like starcraft 2, so the game could have more skill implications in it, like dodging and kiting forward and backwards. I think/KNOW Warcraft 3: reforged will have a better custom map editor watch. Blizzard is READY to steal ideas trust me Robbepop, mark my words friend.

PLEASE MAKE A MONSTER MASTERS 2 DUDE PLEASE DUDE LOL. One of these days ill download/upload/whatever my Monster Masters 2 map I worked on for a couple months, and you could see the potential of a new one woooooooooo! My monster choices are god like i love you.

+1 I hope Robbepop will make monster master 2 too.
 
Level 2
Joined
Dec 31, 2012
Messages
17
ANYONE OUT THERE WITH A CODE TIER4's TIER 5's on version v.59s (s for sethmachine just to slap his name on the map and dirty it up) please message me i cant find a single person and i literally am not going to catch 3 more dudes and fuse with myself to get these tiers. thats way too much work and time.
 
Level 3
Joined
May 25, 2016
Messages
19
ANYONE OUT THERE WITH A CODE TIER4's TIER 5's on version v.59s (s for sethmachine just to slap his name on the map and dirty it up) please message me i cant find a single person and i literally am not going to catch 3 more dudes and fuse with myself to get these tiers. thats way too much work and time.
I have 3 tier 5's, 2 of which are FL60. Join this discord channel if you want to play with some people, I created it and there's only a few members in but we've been playing the past few days Discord - Free voice and text chat for gamers
 
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