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Nex Hero Defense v1.3

Description

Nex Hero Defense



Introduction


... is a Hero Defense map (as you probably noticed already :plol:) that requires
teamwork and some intellect. Hmm... you're probably wondering
- Why should I play your map? and my answer to that is:
because of it's unique Team Style Gameplay which you will
meet while playing. An example is the absence of autorevival system and
the addition of special Resurrecting abilities, which makes players depend one on another.

Combination of Fun & Difficulty is also an interesting aspect
of the map. Funny waves and abilities can be found, but harmonically linked to
a balanced difficulty.

Realistic Equipment, meaning that close-combat
heroes can only use close-combat weapons and only one armor e.t.c.

As the time passes playing, your character changes and gains improved
abilities, the so called Class Change.When you reach a certain level
you choose the class that suits you best and reset back to level one.

If you get bored, that means you've selected the wrong class/skills.
This map is basically a fast-paced Hero Defense that through the
correct selection of skills can be less intense. So You Can Choose
if you want to be jumpy all the time or sit back while your hero
does everything by himself. Of course, skills that require
the player's interaction are more effective than passive ones.



Map Information


First Class


Warrior



Archer



Mage




Second Class


[Dmg] Fighter - Warrior - Defender [Tank]



[Dmg] Royal Ranger -
Archer - Soul Ranger [MagicDmg]



[MagicDmg] Wizard -
Mage - Healer [Support]


Third Class

[Dmg-Dmg] Samurai - - - - - - - - - Tank [Tank-Tank]
[Dmg] Fighter - Warrior - Defender [Tank]

[Dmg-Tank] Knight - - - - - - - - - Spartan [Tank-Dmg]

[Dmg-Dmg] Executioner - - - - - - - - - - - - - - Deadeye [MagicDmg-MagicDmg]

[Dmg] Royal Ranger - Archer - Soul Ranger [MagicDmg]

[Dmg-MagicDmg] Freelancer - - - - - - - - - - - - - - Stealth Assassin [MagicDmg-Dmg]

[MagicDmg-MagicDmg] Elementalist - - - - - - - - - - - - - - - - - - - - Cleric [Support-Buffs]

[MagicDmg] Wizard - Mage - Healer [Support]

[MagicDmg-Summons] Summoner - - - - - - - - - - - - - - - - - - - - Maiden [Support-Heal]


Systems

Hero XP System


XP Rate: ([Number of Players] x 20) + 40
Class 1: [XP Rate]
Class 2: [XP Rate]/ 4
Class 3: [XP Rate]/ 20
I did this system on my own.


Hero Replacement System

If you need details PM me.

Spawn System


I based my system on the Multiple Creep Spawn System tutorial and modified it
into a Simple Creep Spawn System. The tutorial referred here is made by DoOs_101.


Item Customization System


When you buy an item with [Empty Slots] then you can customize your item with Orbs
and add attributes of your likeness. You can also add 2 Orbs (to the items that have at least 2 Empty Slots) of the Same type to get an increased bonus for that attribute.
Got ideas from here and there but I basically did it on my own, seemed much simpler.


Item Drop System


Each Creep that dies gives a 5% chance to drop an item. That item could be one of the following (With priority order Rare to Common):
  • Belt (LVL 2 Armor) [1%]
  • Robe (LVL 1 Armor) [4%]
  • Reincarnation [5%]
  • Lumber [5%]
  • Escape [5%]
  • Greater Potion of Mana [5%]
  • Greater Potion of Health [8%]
  • Antidote [12%]
  • Potion of Mana [15%]
  • Potion of Health [20%]
  • Stone [20%]

Some of these items can also have random Charges, more common means chance for more charges.




Items


Weapons
  • 6 Close-Combat (Swords, Axes, Blades, e.t.c.)
  • 6 Standard Bows (Ranged Weapon, for Archers)
  • 4 Customized Bows of the players' choice
  • 6 Magic (Stafs, Wands, e.t.c.)

Armors
  • 6 Standard Armors
  • 14 Customized Armors of the players' choice

Accessories
  • 5 Accessories (Boots, Medals, e.t.c.)

Misc
  • 4 Kinds of HP recovery Potions
  • 3 Kinds of MP recovery Potions
  • Lumber
  • Antidotes
  • Stones
  • Dad's Soup
  • Escape




Game Tips


Within a team there should be at least one of each starting Class (Warrior, Archer, Mage) for best performance,
but besides that Warrior is the best Class and easiest to play. On the contrary, Mages are pretty hard to play
'cause of their almost none attack damage and "friendly-fire" spells, but all that hard work pays up in the end.

In this map you do NOT revive automatically (with exception the Living Statue's Spell, with 10 minutes cooldown), instead a grave is spawned at the point you died.
That grave points out a hope of resurrection either by a Healer, or by the Living Statue (Base Structure).

I made the map to be easier when playing with more players, so don't be so impatient!




Info


- Contact Info: E-MAIL [email protected]
- Since version 1.1b there are 2 blocked ways, these are for future additions.
- If you have any problems downloading the map here, you can try this link to epicwar: Nex Hero Defense v1.3

By the way... for those who are wondering, Nex means "Death" in latin.
-

This map was made by StrategyMaster A.k.A. VergilThazaar

-
_________________________________________________


SC1.jpg

SC2.jpg

SC3.jpg

SC4.jpg

Basically thanks to www.hiveworkshop.com and everyone participating..

- Models -
  • Jigrael for the Deadeye model.
  • General Frank for the Freelancer and Stealth Assassin models.
  • Dionesiist for the Cleric model.
  • Shamanyouranus for the Mortalitis buff model.
- Models 'n Icons -
  • Elenai for the Maiden model and the Mass Resurrection icon.
  • Mc ! for the Executioner model, the Deadly Strike and Wind's Bow icons.
- Icons -
  • LiOneSS for the Staff, Spell Staff and Enchanted Staff icons.
  • X.e.r.e.X for the Swiftness Robe and Protect icons.
  • hawk900 for the Wooden Stick icon.
  • KelThuzad for the Shield icon.
  • DarkHorse08 and SKriK for the Light Armor icon.
  • Xezko for the Bronze Armor icon.
  • DevineArmy for the Blood Armor icon.
  • CRAZYRUSSIAN for the Legion Armor, Spirit and Weakness icons.
  • Volvox for the Mortalitis icon.
  • Paladon for the Auto-Life icon.
  • Juan_Ann for the Legionnaire icon.
  • StyxaneZ for the Devotion icon.
  • Destructor [DoR] for the Stealth icon.
  • GooS for the Hiberna icon.
Special Thanks to Army-of-Pandas for the Elemental Bow Icon Pack!




Version {1.2b - 1.3}
- Major Changes -
Added Item Stack System. (By Rao Dao Zao's Tutorial)
Created a system for Resurrecting a hero with priority. (Replaced Living Statue's Life ability)
Created a system giving a 5% chance for creeps to drop an item!
- Heroes -
Fixed an abuse for Summoner being able to summon 2 creatures.
Healer's Regen was greatly improved.
Decreased every hero's in second class HP Regeneration by 5 times.
Decreased the bonus HP Regeneration gained with each strength point by 0.01.
- Items -
Set every potion's buy-charge to 1 and set the proper cost. (Except Speed HP Potion)
Removed Defensive and Offensive Illusions from the Pot Shop.
Fixed Disabled Hiberna's icon.
- Waves -
Decreased the given XP by the two Spider waves.
Further increased difficulty for the last boss. (x2.33 Max HP, x3 Magic Resistance, x2 HP Regen)
- General -
Fixed -Hints Off/On command.
Added -Clear command. (By CHA_Owner)
Added -Gold command. (By CHA_Owner)
Added -Life command.
Camera now centers at the hero's position upon revival.
Fixed some minor text mistakes and tooltips.
Fixed a bug which occurs when the game ends by Defeat.

Version {1.2 - 1.2b}
- General -
Added -Hints Off/On command. (... By CHA_Owner)
Changed Hints' color.
Now Kills and Citizen Deaths are shown at the end of the game.
Added a minute before the game ends after Defeat.
Added a shadow to the Graves.
Fixed Antidotes and Hiberna.
Fixed a few text mistakes.
Fixed a few Bugs.
Made a few Minor changes.

Version {1.1b - 1.2}
- Major Changes -
Bow Customization is now available for Archers!
Slightly reduced the Base XP Gain.
Increased Undead towers' effectiveness.
Improved Spawn System and Fixed some creeps Stopping after stunned. (Spawn System Got from a random post By MortAr-)
Increased Gold returned when selling an Item to 98% !
- Heroes -
Executioner's Fire Missile is replaced with ROcket changing hotkey from Execution.
Samurai's HP and Strength has been reduced. (Reported By Killer_MoD)
- Overpower HP Drain Increased.
- Copy Reduced Duration from 20 seconds to 12.
- Bloodlust halved HP regained.
Knight's Casting animation has been reduced, so Deadly Strike won't animate like an attack.
- Items -
Created a New Accessory to counter the final boss and not only!
Increased the effectiveness of each Full Customized Armor.
Rearranged some items at Panda Shop.
- Waves -
Greatly increased difficulty for the last boss.
Increased lifesteal on Vampires & Suckers waves.
- General -
Minor Terrain changes and HINT System implemented. (By reason 3)
Added the "All the Hints" to F9 Info.
Replaced the Shopper icons. (Reported By CHA_Owner)
Fixed City Heroes' Stats. (Reported By Killer_MoD)
Replaced the Magic Shopper model and removed it's special ability.
Edited "Legionnaire" tooltip to avoid confusion.
Added ' -Shops ' command.
Replaced the Tavern with Armorsmith.
Added some time for players before Victory.
Fixed some possible abuses.

Version {1.1 - 1.1b}
- Major Changes -
Restored the Lumber Icon that appeared Green.
- Heroes -
Spartan's Cleave chance of working has been reduced.
- Items -
Fixed the Bow's Shop position and added the newly created Wooden Bow.
Restored the old Move Speed Bonus of Boots and Wind's Bow.
- Waves -
Increased some waves' Health Points.
- General -
Fixed a slight bug for choosing second class.
When a Player dies he gets an informing message.

Version {1.0b(Fix) - 1.1}
- Major Changes -
Greatly reduced base damage of First, Second and Third Class of Archers, but added a large amount of damage into the Weapon (Bows).
Added the Level reference in each unit of every wave.
Replaced some Standards in Game Interface.
- Agility => Attack
- Armor => Defense
- Quests => Info
- Ward => Grave
- Upkeep => StrategyMaster:xxd:
Optimized Triggers.
Added a message when picking Second Class Heroes that reveals the specialty of the picked Hero.
- Heroes -
Spartan's Cleave and Spear Skills were greatly increased.
Maiden's Cura mana cost is increased.
Wizard's spell damage has been increased (I hope he's balanced now).
- Thunder: Increased Damage and slightly decreased cooldown.
- Ignis: Greatly increased Damage, but also mana cost.
- Freezing Breath: Decreased AOE range, Fixed a bug, added Cold.
- Blizzard: Nothing.
Elementalist's damage has been increased and cooldown has been decreased (I hope he's not boring now).
- Attack: Removed Cooldown, modified the Damage count depend on the Intelligence of the Elementalist and increased mana cost.
- Lightning: Increased Damage and slightly decreased Cooldown.
- Fire: Decreased Cooldown.
- Earth: Decreased AOE range to increase the accuracy of the spell.
- Water: Raised slightly AOE range.
Freelancer's "Quicksand" Damage is greatly increased and changed the icon.
Summoner's Beleth bug fixed.
Stealth Assassin's "Stealth" last level's time to hide has been slightly decreased.
- Items -
Created a Wooden Bow for the Bow Maker.
Increased Move Speed Bonus for Boots and Wind's Bow.
- Waves -
Increased difficulty on "Sucker" and "Vampire" waves.
Increased Last Boss' Life Regeneration, added Splash Attack and moved the mana nullification to after wave 39 ends.
- General -
Added a notification when picking Healer informing the Player about the existence of the hidden income.
Modified the F9 Menu.
Made a slight change regarding Pathing behind the bridge.

Version {1.0b - 1.0b(Fix)}
Fixed map protection problem not being compatible with 1.24b version. (reported by carolemmm)

Version {1.0 - 1.0b}
- General -
Fixed a graphical issue at the minimap picture.
Added Vision on the Mage's Shop.
Few insignificant Changes.

Version {0.9d - 1.0}
- Major Changes -
Remade the whole Undead Terrain (and buildings), leaving a few opening for the future.
Created the missing 2 heroes, Executioner and Stealth Assassin.
Created and added a custom loading screen.
Created a new Computer "City" and gave all Citizens under its control.
Placed more objects and heroes in the City.
Changed the Visibility and applied Black Mask.
Created Magic Shopper.
Created abilities for each Shopper that increase levels with every hero's Class advancement.
- Heroes -
Reworked Wizard's and Elementalist's abilities.
Created abilities for the Summoner's Summons, improved their bonus gains and added an ability that explains how Summoner works.
Replaced Deadeye's "Dark Vengeance" with "Weakness"
Increased Spartan's base armor(17) and damage(200).
Balanced Tank's "Tanking" ability.
Increased "Windwalk"s mana cost.
...and much more!
- Waves -
Slightly increased "Nightmare"'s damage.
Removed two "Catapults" from the wave and added damage.
Removed a "Huge Bug" from the wave and added damage.
Fixed "Ripper" to never miss on attack.
...and much more!
- General -
Made the Pot Shop be viewable in the minimap.
Created a Pot Shop in the City.
Replaced the "Banish" skill with "Voodoo".
Corrected a few descriptive mistakes.
Removed Peasants, created and placed Citizens carefully in the city.
Removed some personal testing triggers to lighten up the map.
Removed Rats.
New Poison Icon.
...and much more!
I'm sorry, for the changelog of this version is incomplete (This is like the half of what I did..). Reason: I lost most data due to a world editor bug.

Version {0.9c - 0.9d}
- Major Changes -
Created and added minimap preview.
Increased Cold's Movement and Attack speed reduction.
- Heroes -
Balanced third class' Auto-Life.
- Waves -
Lowered the HP and/or armor of the "Dead Guy" and "Mad Statue".
Modified Golems to be mechanical.
- General -
Fixed a slight bug at Level 40 Boss.
Increased "Dad's Soup" Damage.
Renamed "Toss a Potion" into "Toss a Sheep".
Slight graphical change to the Deadeye's skill "Undead".


Latest Updates
[24-07-10]New Map Version Uploaded
[24-07-10]Description Edited
[19-12-09]New Map Version Uploaded
[15-12-09]New Map Version Uploaded
[07-11-09]Description Edited
[06-10-09]New Map Version Uploaded
[04-10-09]Description Edited
[30-09-09]Fix Map Version Uploaded
[29-09-09]New Map Version Uploaded
[29-09-09]Updated Changelog/Credits
[20-09-09]Happy Birthday to me! :p
[19-09-09]Uploaded the map on www.epicwar.com
[18-09-09]Fixed Screenshots Size
[18-09-09]Map Approved
[17-09-09]New Map Version Uploaded
[17-09-09]Description Finished
[16-09-09]Uploaded more Screenshots
[15-09-09]Uploaded First Map

Please take some time to rate & comment!
Helps a lot to know YOUR opinion!

Thanks in Advance!


Keywords:
Nex, Hero, Defense, Hero Defense, Team, Teamwork, Vergil, Thazaar, VergilThazaar, StrategyMaster
Contents

Nex Hero Defense v1.3 (Map)

Reviews
01:39, 18th Sep 2009 ap0calypse: Approved Fairly decent map: I like the upgrading-system, though some classes aren't finished yet. The summoner seemed strange, since levelling up seriously doesn't matter at all, the terrain isn't good and I...
Level 12
Joined
Feb 11, 2008
Messages
809
Grading Scale
:thumbs_up: = Very Good
:smile: = Good
:con: = Average
:hohum: = Lacking
:eekani: = Needs major improvement
Your Scales
Games Overall Idea = :thumbs_up:
Fun Gameplay = :thumbs_up:
Good Text/Descriptions = :smile:
No Glitches/Bugs/Etc. = :thumbs_up:
A Way Of Scorekeeping = :thumbs_up:
Easy Gameplay Control = :thumbs_up:
Cool Special Effects = :smile:
Custom Loading/Preview Screens = :thumbs_up:
Credits Given = :thumbs_up:
Low Lag Amount = :smile:

Alright overall i will give this map a 9/10
My Suggestions
#1-Continue to change descriptions such as the idle worker button make it say something like "Your shopper is waiting for your command" or try changing the UI a little bit have you ever thought of trying a new interface?
#2-Add more special effects to the abilities such as the defenders stomp ability (forgot the name) add more visualizations.
#3-I enjoy how you added a lot more customization to the archer and the new accessory item but you still can continue to make the items more customizable like you were talking about a while back.
#4-The dialogue button that does nothing should be changed into a random button to randomly choose between each set of units/classes.
#5-You need to add the "-clear" command which purpose is to clear the screen of text or atleast an option to turn the tips on/off which they should be off as default.
#6-The game is now kind of lagging on my computer so you may have a few leaks that need to be fixed or too many triggers activating at 1 time.
#7-Hiberna did not cure poison when i used it on myself, even when i continued to click it.
#8-You should make it so that after X number of citizens die then the back building loses X amount of health or maybe for each citizen killed.
~Good Luck
CHA_Owner(NAMM)
 
Last edited:
Level 9
Joined
Oct 22, 2006
Messages
599
- Thank you CHA_Owner (again!) for your support and numerous suggestions!!!:gg:

#1 Custom User Interface has passed through my mind, but after I thought of it I have decided to leave it until every aspect that affects gameplay of the map is finished.

#2 Need Specific Ideas on this one!!! +++

#3 Planning on...! since that's one of the basic Ideas of my map.

#4 That's actually an "Anti-Enter" button, since some (including me) have experienced choosing the first option after surprise level/class-change and at the same time pressing "Enter" to Chat.

#5 Tips Off command will exist and will be displayed on Hints too!:pthumbs_up:

#6 Hmm.. don't think so, but if you could specify the "When" that lag occurs or maximizes I could be able to fix it.

#7 That's a "thing" I cannot get, the trigger is correct but still doesn't work. I'll probably make a 1.2b version to fix this and a few other graphic issues (like Hints being shown as Warnings with red colour).

#8 The number of Citizens killed will be something like a score in the future versions, as the main idea of placing Citizens is only to slow down the attackers.
 
Level 12
Joined
Feb 11, 2008
Messages
809
- Thank you CHA_Owner (again!) for your support and numerous suggestions!!!:gg:

#1 Custom User Interface has passed through my mind, but after I thought of it I have decided to leave it until every aspect that affects gameplay of the map is finished.

#2 Need Specific Ideas on this one!!! +++

#3 Planning on...! since that's one of the basic Ideas of my map.

#4 That's actually an "Anti-Enter" button, since some (including me) have experienced choosing the first option after surprise level/class-change and at the same time pressing "Enter" to Chat.

#5 Tips Off command will exist and will be displayed on Hints too!:pthumbs_up:

#6 Hmm.. don't think so, but if you could specify the "When" that lag occurs or maximizes I could be able to fix it.

#7 That's a "thing" I cannot get, the trigger is correct but still doesn't work. I'll probably make a 1.2b version to fix this and a few other graphic issues (like Hints being shown as Warnings with red colour).

#8 The number of Citizens killed will be something like a score in the future versions, as the main idea of placing Citizens is only to slow down the attackers.

Thanks for reading my review so quickly and also for the visualizations try adding some lightning effect to the defenders stomp ability or something more noticable i havn't tested the other heros yet but i eventually will :wink:

EDIT*

Version 1.2b:

#1 -You need to add a -clear command so people can clear the screen of text messages when they want to.
#2 -Try changing the critters to be non-selectable but you might not be able to do this if you are not using JNGP.
#3 -Remove the minimap vision of the citys heros so all that nastly gray glow will be removed.
#4 -Keep improving descriptions such as Lumber/Gold to say how you actually obtain them and since your not using lumber you could make it count the number of dead citizens.
#5 -Start thinking about minigames like half way through the waves it would be like a little break and just make funny little challenges out of it.
#6 -After the game has been won and everyone is waiting that extra minute make like a full house FFA everyone vs. everyone just utter chaos to end the game on an epic note ^.^
 
Last edited:
Level 2
Joined
Oct 1, 2009
Messages
17
Heeey! We demand moar levels!

Map's awesome, it gives you that WTF feeling a lot ^^
But I was expecting a third class change :(

By the way, we had a Tank and a Maiden, and since around level 30 we had nothing to do really, just standing there, killing creeps, maiden even had a nap :D
I mean, that doesn't seem to be ok, too easy.
 
Level 9
Joined
Oct 22, 2006
Messages
599
EDIT*

Version 1.2b:

#1 -You need to add a -clear command so people can clear the screen of text messages when they want to.
#2 -Try changing the critters to be non-selectable but you might not be able to do this if you are not using JNGP.
#3 -Remove the minimap vision of the citys heros so all that nastly gray glow will be removed.
#4 -Keep improving descriptions such as Lumber/Gold to say how you actually obtain them and since your not using lumber you could make it count the number of dead citizens.
#5 -Start thinking about minigames like half way through the waves it would be like a little break and just make funny little challenges out of it.
#6 -After the game has been won and everyone is waiting that extra minute make like a full house FFA everyone vs. everyone just utter chaos to end the game on an epic note ^.^
#1 Will add on the next version.
#2#3#4 Not my priority since these changes do not affect gameplay, but very good ideas!
#5#6 Already thought and rejected. Minigames 'cause the game is already intense and FFA 'cause usually warriors will win and healers will always die.

Best Description ever seen! This way all should make their descriptions (and if the map isnt finish a % of map complete)
Thank you!:plol:

Heeey! We demand moar levels!

Map's awesome, it gives you that WTF feeling a lot ^^
But I was expecting a third class change :(

By the way, we had a Tank and a Maiden, and since around level 30 we had nothing to do really, just standing there, killing creeps, maiden even had a nap :D
I mean, that doesn't seem to be ok, too easy.
Mayby you could provide me the replay? It's kinda hard to believe... Thanks btw!:pwink:
 
Level 1
Joined
Oct 24, 2008
Messages
2
I agree that this game should be harder...more levels please it is so easy...a team of 5 people beat it so easily. We practically lazed around at the end. If you do not believe I can show you a replay. I was just starting to get interested in your map it was so fun-filled after tha boss that sucked mana. We killed him and we were all like "..." we WANT MORE!!!
 
Level 9
Joined
Oct 22, 2006
Messages
599
I'm planning on adding more, but right now I'm working on a map for the Solo Mapping Competition #3. Even though, I wasn't planning to add more waves, instead I wanted to turn the Defense to Offense and make you go through the enemy Base, killing creeps, bosses, getting items & more. Also difficulty choice is on my "ToDo" list.

What do you think would be better? More waves or turn it into Offense?
 
Level 12
Joined
Feb 11, 2008
Messages
809
I think first of all work on key features like difficulty settings and maybe something i have been thinking about which is not in any other hero defenses have seperate choices like to make the waves faster/slower which can be done by changing their movespeed quite easily but if you have to choose from 1 of the choices you listed i would go with the enemy base raid since i have never seen it correctly done since the spawns never run back they just keep going forward.

Your friend
~CHA
 
Level 1
Joined
Jun 25, 2010
Messages
1
Tested this with 4 other people.

Difficulty varied too much, it was easy most of the time. Zombie stage (too much regen) and evaders were easy, but took far too much time.

Some sort of warning for the mobs that head straight to the statue? We figured it out right of way though.

Remove auto cast heal, make them do it manually. The healer can just sit there and afk.

Last boss is stupid. Removing the power for any caster class to do anything, why?
 
Level 5
Joined
Dec 20, 2007
Messages
211
I think u should write some description . when how much lv it will change class 2 and 3

and how. i was confusing to find it . if i haven't read the post in this section. I may not find how to change classes.


cooldown is very very long , make boring , becuz it can't revive by using money too.

and this is really bad. after around 400 seconds and i got ready to life.


but hero wasn't born. it just have only graveyard . no something happen

and i got kinda boring .

Reason : it have to wait for creep coming. and shoot it. that's all. ... no event no something like side quest or something else that can

sparkle player's heart. [In addition : it's flat. ]
 
Last edited:
Level 2
Joined
Feb 25, 2010
Messages
20
the waves after the zombie wave are equally crappy. it took us up to 30 seconds for one enemy -.- we had a team of executioner, tank, maiden. and btw, the executioner is not as good as the royal ranger, because it fires so damn slow. and what do you need evasion for, if your an archer? else it was great and a lot of fun, but please do something about the waves after the zombies.

edit: we played for 1:23 hours :D
 
Level 9
Joined
Oct 22, 2006
Messages
599
I think u should write some description . when how much lv it will change class 2 and 3

and how. i was confusing to find it . if i haven't read the post in this section. I may not find how to change classes.


cooldown is very very long , make boring , becuz it can't revive by using money too.

and this is really bad. after around 400 seconds and i got ready to life.


but hero wasn't born. it just have only graveyard . no something happen

and i got kinda boring .

Reason : it have to wait for creep coming. and shoot it. that's all. ... no event no something like side quest or something else that can

sparkle player's heart. [In addition : it's flat. ]

- Working on it!

the waves after the zombie wave are equally crappy. it took us up to 30 seconds for one enemy -.- we had a team of executioner, tank, maiden. and btw, the executioner is not as good as the royal ranger, because it fires so damn slow. and what do you need evasion for, if your an archer? else it was great and a lot of fun, but please do something about the waves after the zombies.

edit: we played for 1:23 hours :D

- This map is made for 5-6 players. It can be beated with 3-4 but it'll take more time and it'll be less fun. You had the best possible team for killing the last boss.
 
Level 15
Joined
Aug 14, 2007
Messages
936
Nex Hero Defense is a role playing hero defense game where each player becomes a class of character (like in maple story) to defend waves of creeps/bosses. Items are located at only specific location and each class got to purchase their item at the specific shop. Noobs will not be forgiven as buying wrong item will have it dropped on the floor.

I think you should refund or make the item useless but able to sell when someone buys a wrong weapon, because I think it is more friendly that way. I think nex hero defense is challenging, the levels are very cool, there is the frost wyrm that slows followed by spiders that do poison.. very nice. Innovative, enjoyed the game. I prefer more jobs but I hope to see more!
 
Level 9
Joined
Oct 22, 2006
Messages
599
Nex Hero Defense is a role playing hero defense game where each player becomes a class of character (like in maple story) to defend waves of creeps/bosses. Items are located at only specific location and each class got to purchase their item at the specific shop. Noobs will not be forgiven as buying wrong item will have it dropped on the floor.

I think you should refund or make the item useless but able to sell when someone buys a wrong weapon, because I think it is more friendly that way. I think nex hero defense is challenging, the levels are very cool, there is the frost wyrm that slows followed by spiders that do poison.. very nice. Innovative, enjoyed the game. I prefer more jobs but I hope to see more!

- The item can be picked up and sold by the Shopper, but your idea is more noob-friendly, will make it happen.
- Thanks for the review.

When is this map gonna get updated?:cool:

- When my computer is cleaned from any viruses. :sad:
 
Level 12
Joined
Feb 11, 2008
Messages
809
I am finally back and have some free time since i have completed my first semester college classes and work hours finally gone down some.

vergil i would love to see this map make a comeback and hit the top 20 maps (i think it was at one time)

I would be willing to beta test again and post any/all suggestions for the map or if you trust me i can even take a look at it and help implement new stuff.

i just dont want to see a project like this die out since it is so much fun :)

just pm me or reply here and ill get back with you

your friend
~CHA
 
Level 2
Joined
Sep 29, 2009
Messages
33
this map really is dying atm huh?
i wished it would be updated a bit more cuz only till lvl 40 is a bit boring but the map itself is fun <.<
and there have to be more balancement in the levels after the zombies
i hope you, Vergilthazaar, will continue to work on this since this is a really good map and makes a lot of fun
maybe after the second boss (wave 40) make it to an offense map and enable fighting the enemy base.. after clearing the base add some more spawns and then some sort of ultimate boss with good dmg and armor and about 75% magic dmg reduce so the players have some work and mages cant onehit him

these are some ideas you can follow so you can continue the map and make the world more fun
 
Level 9
Joined
Oct 22, 2006
Messages
599
- I'm really giving it a hard thought... a comeback after all this time inactive is not a simple plan. I don't even play Warcraft III anymore!!! (and I'm not the only one, unfortunately most of the Warcraft III Players left for Starcraft, WoW, LoL & other games)

- The best solution I can think of is providing the feedback, ideas & suggestions to another Map-Maker that is actually using Warcraft III.
 
Level 3
Joined
Feb 25, 2011
Messages
61
i love this map... i think it would be sad if it will die
i also found some bugs that can probably be fixed..
also if someone else is going to continue it, then it wouldnt be the same anymore :necry:
 
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