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Monster Showdown Ultimate v.8.9

Submitted by Ironside
This bundle is marked as approved. It works and satisfies the submission rules.
Creator

Map created by me, Ironside.


Credits

biffzs = Flamming Dragon
Maker = Ally/war System
G00dG4m3 = Eternal Winter, Double Tide
Paladon = Knockback System
mckill2009 = Insane Revenge, Mimic, Multiboard, Engage AI System
cedi = Shadow Vortex
Marsal2000 = Shadow Strike
defskull = Quick Act & Arrow Armageddon
Kingz = Windcut
Maker = Black Flames
D4RK_G4ND4LF = Life Drain
aaron = Bolt Fury
BlackRose = Water Cyclone
Brambleclaw = Greatly improved the terrain


Story

The land on which the map is played was once a peaceful place, there were lots of villages, they had everything they needed.
One day a powerful Demon was seen by the villagers at the top of the Frost Altar (middle of map) and he turned all animals into monsters.

Soon there was almost no body left at the land.
A survivor with the name Sid has contacted the nearby town of what happened.
Brave heroes of all around have assembled and come to fight the monsters for different reasons like training, rewards, ...


Gameplay

Basic:

Each team consists of 2 players which share the score.
Each team starts with 1000 score.
2000 score is needed to win.

Score:

Kill enemy hero +35 score
Die -35 score
Kill creep +1 score
Kill Monster +150 score
Kill Invader Archimonde +500 score

Monsters are heroes owned by Neutral Hostile.

Details:

When the game starts, red types a game mode (see bellow).
Each player will receive a hero depending on the mode.

Gold is gained by killing enemies, which can be used to buy items for your hero.


AI


AI was greatly improved in version 8.6, in which I changed my AI into the Engage AI by mckill2009.
The AI will use most spells, will buy items and pick them up. The AI will pick a random hero in all modes except in which it is impossible to pick for a player user himself.
Skill level of the AI is affected by which level (easy, normal, insane) you set them at the lobby.


Modes & Commands


Modes:

-ap (All pick) --> all players pick their hero
-ar (All random) --> all players get a random hero
-sh (Same Heroes) --> player red picks / randoms a hero, all players will automatically pick that hero


Sub Modes:

-pp (Ping players) --> pings all players heroes every 10 seconds for 3 seconds
-ss (Spammable Spells) --> casting a spell will restore your mana and reset all cooldowns

Commands:

-random --> gives you a random hero
-repick --> allows you to choose a new hero
-kill self --> suicide yourself
-ms --> shows the movement speed of your hero
-ma --> lists all players heroes and their level



Heroes


Each hero has a total of 6 spells:

First spell comes with the hero itself, no need to learn it, this is usually a spell to help you in different scenarios.

Second spell is learned at level 1, this the the base spell that will be used the most.

Third spell is learned at either level 2 or 3, this is usually a heavy damage spell or a passive.

Fourth spell is learned at level 3 and is same as third spell either a heavy damage spell or passive.

Fifth spell is learned at level 6 and is considered the strongest next to the ultimate, it should be overall stronger than the sixth spell.

Sixth spell is the final ultimate of each hero learned at level 10.
It's role is to finish of or initialize into a battle.


Keywords:
Monsters, Heroes, Score, Killing, Items, Modes, Win, Lose,
Contents

Monster Showdown Ultimate v.8.9 (Map)

Reviews
Moderator
13:42, 9th Jun 2011 -Kobas-: Status: Approved
  1. 13:42, 9th Jun 2011
    -Kobas-:
    Status: Approved
     
  2. Ironside

    Ironside

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    Whole map
    [​IMG]


    Monsters


    [​IMG]


    [​IMG]



    Heroes


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]



    Creeps


    [​IMG]


    [​IMG]



    Extra


    [​IMG]

     
    Last edited: Aug 10, 2011
  3. defskull

    defskull

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    Is that Archer is what I think it is ?
    Power Shot, Quick Act, and bla bla bla ?
     
  4. Ironside

    Ironside

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    What do you mean?
     
  5. defskull

    defskull

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    What I meant was, is this the map where my spell is in your map ?
    You requested Archer Spells, remember ?
    Just curious ^^
     
  6. Ironside

    Ironside

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    Oh, no your spells are in Great Battles - Middle Ages.
     
  7. -Kobas-

    -Kobas-

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    Grrrrr terrain is horrible >.>
    Can I suggest you to open melee blizzard map and import resources, trigger and object editor work there :D
     
  8. Ironside

    Ironside

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    Kind of impossible because none of the melee maps is made to handle so many creeps, bosses, certain locations and is big enough.

    In game so far I didn't get any complains towards terrain, since the many creeps make up for it.
     
  9. XPQJ

    XPQJ

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    terrain doesnt need to look good, but this current terrain has no flow that works with your map. Game play gets boring fast and bosses are not magic immune so a few stunners ganging up on a boss can constant stun. There are very few items.

    Boss fights should be more epic since that is one of the main points of the game. I think it would be a much more fun game if the boss fights were triggered to be epic like in boss fight maps.

    2/5 for now.
     
  10. Ironside

    Ironside

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    I disagree, the main event is a first to get 2000 score race, the bosses are nothing but stronger creeps, they were never intended to be immune, nor any more fun than a normal creep.

    Thank you anyway.
     
  11. Ironside

    Ironside

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    Update:


    - Added new hero: Grand Defender
    - Added new hero: Raider
    - Added new hero: Shadow Assassin
    - There are now 3 hero picking buildings instead of one: INT Heroes, STR Heroes, AGI Heroes
    - Added AI support for the map
    - Invader no longer gives additional 150 score (was a total of 750 bonus score)
    - Some terrain changes
    - New creeps
    - Some creeps are now weaker
    - Monsters are now protected by minor creeps
    - Starting location moved to Ice Land (top of the map)
    - Fixed some missing tooltips
    - Creeps no longer follow through entire map
    - Camera properly moves upon entering Base and leaving it
    - Made AI a little stronger
    - Moved the hero picking place a little downwards (issue with Lich monster)
    - Fixed the default random after 30 seconds and a vision bug with it
    - Added command -creep for player red, which shows the number of creeps in the map for all players.
    - Added command -clean for player red, which reduces the amount of creeps in the map by 1/5.
    - Fixed a pan camera issue regarding normal units.
    - Reduced base gold
    multiplier per hero kill from 50 to 25
    - Fixed a bug with Force Increase
    - Fixed the AIs with sometimes dropping items
     
    Last edited: May 27, 2011
  12. Shimitar

    Shimitar

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    Finally, a chance to review your map, in a perfectly biased way... *Evil grin*

    Reviewed by Shimitar

    Gameplay


    Actually pretty good. The abilities are, in general, quite useful, and there are many heroes to pick from. The bosses are also a nice touch, I'll give this a

    4/5 (Good)

    Terrain

    The terrain is a bit bland, to be frank. The tileset does not seem to blend in with your doodads, and the large, empty flat spaces don't help either. However, there are some good areas for doodads, and I'm not finding anything that I particularily hate. How about a

    2/5 (Poor)

    Creativity

    The idea of your map isn't exactly new, there are thousands of hero arenas already out. There are some nice spots however. As I previously stated, the bosses add a nice touch, and some abilities are quite good. I'll rate this at

    3/5 (Mediocre)

    Presentation

    You did really well in this aspect. My only real complaint lies with the lack of Tags and color in your description. I'll give you a

    4/5 (Good)

    Overall

    Nice job, this is definitely a must have for anyone who enjoys hero arena maps. I look forward to seing this map improved in the future.

    4/5 (Good)
     
  13. Ironside

    Ironside

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    Thank you for the great review, +rep.

    Update:


    - Increased Phoenix Strike mana cost from 100 to 125 and it's duration from 5 seconds to 3 seconds
    - Fixed a bug where the Nerubian boss would go so close to the fountains that they heal him
    - Some terrain changes have been added
    - Summon Ground Volcano duration from 180 to 90 seconds
    - Added more Screenshots to my first post in this thread
    - Added new hero: Ranger
    - Replaced the normal passive people with Possessed ones (natural hostile)
    - Changed Arrow Armageddon arrow AOE from175 to 200 and damage from 150 to 200.
    - Removed the annoying Possessed people messages
    - Small terrain changes

     
    Last edited: May 29, 2011
  14. Skycraft

    Skycraft

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    Well I got bored so I decided to review something - and unlucky for you it turns out to be your map!

    Playability
    The map itself was.. okay. In terms of variety there were many heroes to play with but it would help if you could zoom the camera out as there were many times the ranged heroes were attacking me from somewhere and I soon as I check I was dead. It was quite bland and simple though.

    -> 3.2/5 <-

    Presentation
    It looks disgusting. There is no variation in terrain, the descriptions are very lacking in depth and quite honestly - the only thing that does look nice is the loading screen. I highly suggest you use color codes for the descriptions.

    -> 1/5 <-

    Originality
    This felt like just many hero arena maps I've played before - and with what you have it doesn't seem too good to measure up to better ones out there.

    -> 2.5/5 <-

    Overall
    This map needs a lot of work if you want to get something awesome going. Try adding more new things to it, and with the death timer notification you shouldn't make it so that it says every second, but every 5-10 seconds. You may also want to read up on this tutorial -> Polishing Your Game.

    I'm going to vote this for 2/5. Keep trying, you will get better! :D
     
    Last edited: Jul 23, 2011
  15. Ironside

    Ironside

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    Playability: The attacking from out of no where is intended

    Presentation: Can't say much here, I'm not good at either terraining nor have the nerves to write something good looking.

    Originality: Well... not much that can be done here from my view.

    Thank you for review.

    Update:


    - Added new hero: Assassin
    - Heroes which had 0.01 mana regeneration now have 0.5 instead
    - Small balance issues applied.

     
    Last edited: May 29, 2011
  16. Orcnet

    Orcnet

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    Map Review

    [​IMG]

    Monster Showdown Ultimate v5.7
    Rating System
    Rating Number Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 5/5 91-100 A
    Rating Number Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 4/5 81-90% B
    Rating Number Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 3/5 75-80% C
    Rating Number Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 2/5 70-74% D
    Rating Number Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 1/5 50-69% F


    General:

    Gameplay-[5/5]
    Note: Were I pronounce your game challenging or a waste of time.

    Playability-[5/5]
    Note: This part tells me if the game is rather fun and can be played again and again.

    Terrain-[5/5]
    Note: Were I tell your game's environmental display is either great or terrible.

    Managing-[5/5]
    Note: This is were I explain the output or outcome quality of the game.

    Bug/s
    Note: No score, just to tell your map has bugs on it or simply bug-free.

    Overall-[20/20]

    About My Reputations:

    [​IMG] My complements for the Maker/s of the map's game.

    [​IMG] Were I explain your map needs to get fix or make an improvement of your work.


    Overview
    Gameplay

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    [​IMG] The story begins in a village were random races gather and live in harmony until a vicious demon went in and made it an arena for players to mumble on.

    As I start playing the game, I realize your goal was to beef up your hero and venture on killing other players and win the game by reaching a score of 2000, which I didn't understand after the ending of my play. At first I thought you'd encounter the mysteries of the story and try to interact with the victims as well but instead I look in closer just to see another game of royal rumble and hardcore characters, which I would have to agree that this game is only based for fun instead of serious and well-organized gaming.


    Playability

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    [​IMG] Another volley of this game would only predict a game that exceeds the balance of such characters within my gaming years of warcraft and I have to look closer since this one takes a deeper role about playable cosmetics.

    Your hero classes actually made it well in the game even though I haven't check every one of them and head on straight in-game, the only thing that bugs me is that the game only aims for scores, kills, and boss hunts that I prefer "action" than any game I would imagine, if only you could add some more features like a 1v1 match time, or dungeon siege were a group must survive an onslaught of monsters inside a coliseum and gain more points than scraping your time by killing zombies out of the wilds. just curious to spread my suggestions over your map.


    Terrain

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    [​IMG] I had to be more serious about your terrain capabilities because were on a year of warcraft 3 game that surpass ruined mapping abilities and now had the chance to rebuilt a more beautiful and attracting terrain for the game.

    I must say that you need some heavy duty work with this map not to mention about doodad placing which I see tons of spamming and mismatching of placements within the map, I think your going on a theme about a thousand year old village that was rebuild with frost and horrors in each borders of the once subdivisions, so in my case I would suggest making awesome dungeon cells, ruined arenas, and also frozen villages.


    Managing

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    [​IMG] To end my review, I would like to announce that your map needs some loving and pure detailing work upon your imagination my friend.

    you see, arena based maps are the demands of gaming since most of the warcraft players are on to team work, or lone wolf agendas that would play this map over and over again, so to be honest, you just have to fix your triggers and terrains because that's the only point I'm after right now, the rest are just great.


    Bug/s

    The end of the game doesn't tell me much at all ):


    Total Score
    Rating Number Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 10/20 75% C

    [​IMG] [Fair]
    Hope you can do better than before, Goodluck!
    happy map-making!
     
  17. Ironside

    Ironside

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    Yet I need to repeat myself, I'm not able to improve the terrain as I have no talent for something like this.

    As for the rest, thank you for the review.
     
  18. Orcnet

    Orcnet

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    lmao you don't have to, you just need to update it a little and everything is fine, note that you do not repeat another map because it will only waste time, trust me, I did it many times but never got the chance to make it until now :)
     
  19. Ironside

    Ironside

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    Update:


    - Reworked Disappear to only deal critical strike on the first attack after stealth
    - Reworked Critical Strike (Ranger) to make all attacks deal 2x normal damage until the first arrow hits the target. After that it's removed for 10 seconds
    - All spells casted (except from dummy units) will now be displayed above the caster units.
    - Added new hero: Ronin the Samurai
    - Fixed the tooltip of Block Attack
    - Fixed the tooltip of Windslash
    - Fixed a bug where AIs dropped lots of items
    - Added mana to Scorpion mini-boss
    - Edited mana of certain creeps which had 200-500 mana to 1000 mana
    - Moved starting region downwards a little
    - Added leveling information to Shadow Bolt
    - Decreased Kazarinas base attack speed from 2.0 to 1.8
    - Added new hero: Vampire
    - Fixed a major bug with repick & pick hero
     
    Last edited: Jun 8, 2011