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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...

Moderator

M

Moderator

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 couldn't find the potion shop (which seemed necessary for the antidotes).

No comments about the description, apart from "well done!".
The map abides to all rules on the hive, it works in-game and, though not completely finished, it's perfectly playable.
 
Level 4
Joined
Jul 25, 2009
Messages
95
hmm....looks good:)
I think I will try it tomorrow :)

PS:Don't stresst out to much with the comments ;)
 
Level 11
Joined
May 2, 2009
Messages
650
OMFG, awsome game lmao. But the rez is total bs. Lower it down to like idk 1 minute or something. Cause at level 20 everyone always dies.
 
Last edited:
Level 11
Joined
May 2, 2009
Messages
650
Yea we have that, its just to hard. At leve 20 you got that frikin dude and he just kills us man. You could at least lower it to like 2 minutes or something but w.e man. still fun game.
 
Level 1
Joined
Sep 17, 2009
Messages
2
Hey, i tried your map, liked it alot. But there was one problem when we came to a level with many zombies with 180 armor and high regen and we couldnt kill it, is there something wrong?
 
Level 1
Joined
Jul 14, 2008
Messages
539
ive tested your map and...
-u dont get your 2nd job at lvl20 but on lvl23-24
- that zombie level somewhat after the first boss(those with low dmg and high armor) are almost invincible D= reduce the armor or at least the hp reg, its extremely frustrating to take that long for 1 zombie...
 
Level 9
Joined
Oct 22, 2006
Messages
599
ive tested your map and...
-u dont get your 2nd job at lvl20 but on lvl23-24
- that zombie level somewhat after the first boss(those with low dmg and high armor) are almost invincible D= reduce the armor or at least the hp reg, its extremely frustrating to take that long for 1 zombie...

- No you don't get your second class at level 20, but at level 25. I present the abilities and their use to the player 5 levels earlier so he can choose wisely.

- That "zombie level" is made that it can be easily defeated with magic.
(Not only Wizard's magic! Other skills like "Arrow Rain", "Call For Help!", "Master Copy", "Purify" are also very effective.) Although in the last version (if you check the changelog) I did reduce the armor/HP of two waves.

Any other questions/notices are welcome! :)
 
Level 7
Joined
Jun 1, 2009
Messages
305
i agree with fenrir the zombie lvl is stupid. if it wouldnt have been for the mage person that was able to hurt the ENTIRE WAVE so fast they died in like 2 seconds we would have been at it for a good 20 minutes.....it had already been i think 4-5 minutes and we had killed 2.

Second it pops up sayin your choices for what class you can pick at lvl 20 but you dont get to pick until 20!

I think items are way to expensive for not doing a whole lot. for instance 6k gold for +20 all stats and 15hp/sec regen.......with spartan i had a skill that gave me like 150 str 400 agi and 100 int or w/e it was. and when youve got 45k hp 15hp/sec isnt anything.

Edit
Sry didnt see your post on page 2! and now i feel stupid HAHA!
 
Level 1
Joined
Jul 14, 2008
Messages
539
- No you don't get your second class at level 20, but at level 25. I present the abilities and their use to the player 5 levels earlier so he can choose wisely.

well then correct the number ingame cause it say s u can choose at level 20!

- That "zombie level" is made that it can be easily defeated with magic.
(Not only Wizard's magic! Other skills like "Arrow Rain", "Call For Help!", "Master Copy", "Purify" are also very effective.) Although in the last version (if you check the changelog) I did reduce the armor/HP of two waves.
well the wave is almost impossible(takes fucking long) without a mage...
and it looks like im not the only one who thinks so.
 
Level 9
Joined
Oct 22, 2006
Messages
599
I think items are way to expensive for not doing a whole lot. for instance 6k gold for +20 all stats and 15hp/sec regen.......with spartan i had a skill that gave me like 150 str 400 agi and 100 int or w/e it was. and when youve got 45k hp 15hp/sec isnt anything.

- That's because you can carry only one item of each class (Weapon/Armor/Accessory). Also the gold you loose by selling an item is low, so you can buy the starting items and then sell them for a better one.

well then correct the number ingame cause it say s u can choose at level 20!

- Can you specifically show me where it says that?

well the wave is almost impossible(takes fucking long) without a mage...
and it looks like im not the only one who thinks so.

- Dude... you replied to yourself before the post, my quote. And in case you didn't see in the parenthesis, not only wizard has spells that are effective for that wave.
(Not only Wizard's magic! Other skills like "Arrow Rain" (Royal Ranger), "Call For Help!" (Knight), "Master Copy" (Fighter), "Purify" (Maiden) are also very effective.)

hey i cant dl this map. Everytime i press dl my browser tries to open the map instead of asking me if i would like to open it or save it :confused:

- That is probably 'cause you unchecked the "Always ask this" button, try looking up your Browser's settings or reseting them.
 
Level 1
Joined
Jul 14, 2008
Messages
539
- Can you specifically show me where it says that?
hm ive checked the map again because i was pretty sure there was a message where it says its lvl 20 but well looks like it was in another map.
im testing several maps atm so this can happen sometimes.my fault.


- Dude... you replied to yourself before the post, my quote. And in case you didn't see in the parenthesis, not only wizard has spells that are effective for that wave.
what i was trying to say is that maybe every class should have at least a spell to take care of those zombies =X a tank for example cant kill even one =O
we had 1 fighter(who died pretty fast...) 1royal archers, 2 arcane archers, 1 maiden who just skilled healing skills and a tank...
well the maiden and me(tank) got a crit error (dunno if it was the map or a bnet specific crit error cause i got no message =( wc3 just closed itself) they told me they took like 10-15 minutes to get rid of them, AFTER the maiden and me got dc...so it was a fight about...20-25mins just because nobody really seems to had an effective spell skilled.
maybe u could write a message ingame where those effective skills are listed, ~3 waves before the zombie wave appears.
just a suggestion

oh and btw: could u make the pot shop more obvious? its kinda hidden cause it has no shop-icon on the minimap(also it would be a good idea to have another pot shop IN the base)
 
Level 9
Joined
Oct 22, 2006
Messages
599
what i was trying to say is that maybe every class should have at least a spell to take care of those zombies =X a tank for example cant kill even one =O
we had 1 fighter(who died pretty fast...) 1royal archers, 2 arcane archers, 1 maiden who just skilled healing skills and a tank...
well the maiden and me(tank) got a crit error (dunno if it was the map or a bnet specific crit error cause i got no message =( wc3 just closed itself) they told me they took like 10-15 minutes to get rid of them, AFTER the maiden and me got dc...so it was a fight about...20-25mins just because nobody really seems to had an effective spell skilled.
maybe u could write a message ingame where those effective skills are listed, ~3 waves before the zombie wave appears.
just a suggestion

- Tank has the "Weight Slam" Ability that deals enough damage at some level plus 10 seconds stun. Only specific classes can't eliminate that wave by theirselves, That's because the map requires Teamwork and is not made for Solo.

About the message to appear 3 waves before the "Dead Guy" wave, I find that a litle extreme for just one tank wave... I'll look for other options and see. Thank you :) your suggestions/notices/bug reports do affect my plans for the next version.

oh and btw: could u make the pot shop more obvious? its kinda hidden cause it has no shop-icon on the minimap(also it would be a good idea to have another pot shop IN the base)

- Already in my plans for the next version.
 
Level 7
Joined
Jun 1, 2009
Messages
305
i kinda like the pot shop out there becuase its the best choke point for creeps and its ez to just get a potion from 2 feet away instead of OH NO LET ME TAKE 5 MINUTES TO RUN BACK TO BASE AND BACK TO GET A POTION!!!

i do like this game though although i was kinda sad going from defender to spartan...i really liked the defend skill it helps out SO much on bosses. in fact i ALMOST soloed the boss i had him down to half hp b4 the rest of the people on my team got there and i had almost full hp between terrify and defend.

One more thing WTF IS WITH THOSE RIPPERS seriously i used defend(which game me 90% damage reduction in total) and STILL DIED IN 1 HIT. stupid lvl killed my entire group. and it happens more then once.

I would say maybe 3/5 keep improving map and that goes up. maybe at high ground for the archers and mages on side of road. or an area that has fence streched for a bit so they can sit back and be safe while the tanks take the damage!
 
Level 9
Joined
Oct 22, 2006
Messages
599
i kinda like the pot shop out there becuase its the best choke point for creeps and its ez to just get a potion from 2 feet away instead of OH NO LET ME TAKE 5 MINUTES TO RUN BACK TO BASE AND BACK TO GET A POTION!!!

- Yup! :p I hate that too!

i do like this game though although i was kinda sad going from defender to spartan...i really liked the defend skill it helps out SO much on bosses. in fact i ALMOST soloed the boss i had him down to half hp b4 the rest of the people on my team got there and i had almost full hp between terrify and defend.

- Yeah, Defender is a very good Plus in the team. Glad you liked the game :)

One more thing WTF IS WITH THOSE RIPPERS seriously i used defend(which game me 90% damage reduction in total) and STILL DIED IN 1 HIT. stupid lvl killed my entire group. and it happens more then once.

- That wave can be dealt either with a Cleric/Maiden, or avoided with illusions (Samurai Skill or Pot Shop). Rippers instantly kill you no matter how much HP/Armor you have.

I would say maybe 3/5 keep improving map and that goes up. maybe at high ground for the archers and mages on side of road. or an area that has fence streched for a bit so they can sit back and be safe while the tanks take the damage!

- The things you said already exist! I have fences carefully placed at 3 Defensive spots in the map!

Thanks for taking time to rate & comment! Helps a lot to know the oppinion of my players.
 
Level 1
Joined
Jul 14, 2008
Messages
539
ive tested now some 3rd jobs and uhm...well...
i think some of them need a bit ballancing
the wizard for example:
his movement momentum is like a catapult =O
also he doesnt seem to do much dmg...his ultimate also definately dont do the descripted amount of dmg (lvl 1 says 15k dmg per wave...)
i tried it at creeps with ~10k hp...they dont really got dmg and then, an archer raped them with his arrow rain.
the summoner is also a bit weak imo. his summons get better but veeeery slow...he seems only useful if u have only 1 (or not even one) melee hero to tank with.
oh and...the knight seems to have a BUNCHLOAD more hp reg then the tank, making him a way more useful tank than the..."tank".
 
Level 9
Joined
Oct 22, 2006
Messages
599
ive tested now some 3rd jobs and uhm...well...
i think some of them need a bit ballancing
the wizard for example:
his movement momentum is like a catapult =O
also he doesnt seem to do much dmg...his ultimate also definately dont do the descripted amount of dmg (lvl 1 says 15k dmg per wave...)
i tried it at creeps with ~10k hp...they dont really got dmg and then, an archer raped them with his arrow rain.

- Wizard is a second class hero and I made be cause low damage to make him a hard hero to play, but I guess he does need some balancing.

the summoner is also a bit weak imo. his summons get better but veeeery slow...he seems only useful if u have only 1 (or not even one) melee hero to tank with.

- His summons' bonuses are already increased in the next version, and I am planning on adding more abilities too. Summoner can summon "Beleth" that is the best tank in the game, so what you said about a hero tanking isn't true.

oh and...the knight seems to have a BUNCHLOAD more hp reg then the tank, making him a way more useful tank than the..."tank".

- I guess you didn't play the Knight enough levels, he might have a great HP regeneration but he doesn't have a lot of max HP. After a few levels he is unable to tank without a good Armor. Although I will reduce his HP reg slightly.

Thanks for playing! :)



Announcement:

Looking for testers to play the map with me, credits will be given. For more info pm me.
 
Level 1
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Jul 14, 2008
Messages
539
- Wizard is a second class hero and I made be cause low damage to make him a hard hero to play, but I guess he does need some balancing.
dont forget to fix his movement...hes scandalizing pretty often


- His summons' bonuses are already increased in the next version, and I am planning on adding more abilities too. Summoner can summon "Beleth" that is the best tank in the game, so what you said about a hero tanking isn't true.
u missunderstood me oO
i ment hes usefull as an additional tank (his summons tank of course, not himself) especially if u have only 1(or none) melee hero in the group for tanking

- I guess you didn't play the Knight enough levels, he might have a great HP regeneration but he doesn't have a lot of max HP. After a few levels he is unable to tank without a good Armor. Although I will reduce his HP reg slightly.
ye its just... a bit confusing
in one game i had a tank with that 15 hp/sec item (that accessoire...cant remember the name) tanking those zombies and my hp was draining down (slowly but steady) while in another game thie knight didnt take any dmg to his huge hp reg =O
 
Level 9
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Oct 22, 2006
Messages
599
dont forget to fix his movement...hes scandalizing pretty often

- Already done :p

u missunderstood me oO
i ment hes usefull as an additional tank (his summons tank of course, not himself) especially if u have only 1(or none) melee hero in the group for tanking

- I made Summoner so he could play any role in a team (inculding tanking) and if he isn't needed he can summon gold to improve himself.

ye its just... a bit confusing
in one game i had a tank with that 15 hp/sec item (that accessoire...cant remember the name) tanking those zombies and my hp was draining down (slowly but steady) while in another game thie knight didnt take any dmg to his huge hp reg =O

- That's because Tank has a skill that blocks high incoming damage, while Knight's regeneration nullifies low incoming damage and the "Dead Guy" wave causes low damage with high attack speed. So that wave I could say is a "Tank" and "Anti-Tank" wave at the same time. :p
 
Level 1
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539
- I made Summoner so he could play any role in a team (inculding tanking) and if he isn't needed he can summon gold to improve himself.
ye any role except a healer ;D

- That's because Tank has a skill that blocks high incoming damage, while Knight's regeneration nullifies low incoming damage and the "Dead Guy" wave causes low damage with high attack speed. So that wave I could say is a "Tank" and "Anti-Tank" wave at the same time. :p

yeah kinda
 
Level 12
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Feb 11, 2008
Messages
809
:thumbs_up: Good Job :thumbs_up:

Okay heres my review: (+ = good : - = bad)

+Map was very enjoyable and not 1 glitch/exploit/bug to report

+Credits given to all resources

+Awesome replacement system for heros

+Able to play over and over without getting bored

+No trigger leaks not 1 aspect of this game lags

-Still need to add more to the terrain

-Right now all you have are weapons/armors/accessories try to expand and make items take up atleast 5/6 slots

Overall i will give you a 4.5/5 since all that really needs *fixed* is the terrain
 
Level 9
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Oct 22, 2006
Messages
599
- Thanks for the +'s:gg: Very accurate review. Usually when I play my map, I try to be 100% objective and rate my map based on facts.

-Still need to add more to the terrain

- Which part exactly of the terrain do you mean?

-Right now all you have are weapons/armors/accessories try to expand and make items take up atleast 5/6 slots

- Actually I was planning on a Complete Weapon Customization (like with the armor) for each category. Takes a lot of work but it will pay up in interest. By adding more categories I will reduce the empty slots needed for HP/MP Potions and Antidotes. Plus that would be like a rip from an RPG, or noT?

Overall i will give you a 4.5/5 since all that really needs *fixed* is the terrain

- Thanks, but could you add that rating to the map?:con: Rarely anyone rates anymore..
 
Level 1
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Jun 17, 2008
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it is not compatible with the current version of wc3 (aka 1.24b i think) i tryed to create the game and never been able. :(
 
Level 2
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33
well... its too easy to beat
level 37 alone
you should do some trigger to set the experience rate
if 1 player then 50% if 2 then 75% if 3 then 100% etc.
but its nice^^
and what about a 4th job?
could be funny
would be hard work but could be funny
 
Level 9
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Oct 22, 2006
Messages
599
well... its too easy to beat
level 37 alone

- With which Hero? When I played it "Drake" (LEVEL 37) seemed pretty balanced! Can you tell me also the whole team which Heroes did they have? Thank you.

you should do some trigger to set the experience rate
if 1 player then 50% if 2 then 75% if 3 then 100% etc.

- I Already did that, but I should probably mention it in the Description! Thanks for reminding it!:gg:

but its nice^^
and what about a 4th job?
could be funny
would be hard work but could be funny

- Actually I have other plans, perhaps more interesting, but hard work is also required. If you want more info PM me.
Sorry for answering so late but I didn't get any notification for your post.
 
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Level 12
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Feb 11, 2008
Messages
809
Okay by terrain i just meant mainly the undead area and maybe some more doodads so that its not so open.

As for the weapons/armors/etc you need to make some that will give immunity to slow/poison that would be awesome and not very hard to implement.

keep up the good work :thumbs_up:
 
Level 4
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Aug 14, 2008
Messages
29
Excellent map, well done, however is the map finished since there's a lot of trees around the map still? I think some waves have way too much hp, the furblogs, way too hard. Died on the furblog level, with friends, 4 people total including myself. Should add a lot more stuff since the map is less then 2MB!
 
Level 9
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Oct 22, 2006
Messages
599
Okay by terrain i just meant mainly the undead area and maybe some more doodads so that its not so open.

As for the weapons/armors/etc you need to make some that will give immunity to slow/poison that would be awesome and not very hard to implement.

keep up the good work :thumbs_up:

- You played the last version, right? Only some space left and that looks fine to me. I added mountains and roads (temporarily closed for future use) so it has to be much better.

- About the immunity GREAT IDEA!!! Would give you +Rep but I already did!:thumbs_up:

- Thanks man!:wink:

Excellent map, well done, however is the map finished since there's a lot of trees around the map still? I think some waves have way too much hp, the furblogs, way too hard. Died on the furblog level, with friends, 4 people total including myself. Should add a lot more stuff since the map is less then 2MB!

- Yeah, it's finished, but improving in every version one thing at a time! I currently have no idea what to replace the Forest with... any suggestions?

- The waves I believe are very balanced, Fulborgs never stopped me from winning. Have you read my Game Tips? Another way to achieve victory easier is having more players, 'cause you get +Gold at every wave, +XP (look at: Map Info -> Systems), not to mention the +Damage/ +Resurection/+Heal.

- I am always open to ideas on what to add to my map, although it's already on average size for a Hero Defense.
 
Level 14
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Jul 16, 2009
Messages
1,568
Well well.

The map's size wasn't that big and the dowload was fast.
The terrain was ''okay'', it could be better but it suited the map fine.
The heroes were really great, i liked that there were lots of heroes, and also the dialog to choose the heroes.
The gameplay was okay too, i haven't much to say about that.
Meh, the items were fine too.
No lag in-game, good.
Loadingscreen? It was great.
Spells were fine.
Bosses were also great.
No typos, very good.

Editin' in a moment.

I shall rate this 4/5 and vote for App- Oh wait it is approved already :p
~45min test.
 
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Level 12
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Feb 11, 2008
Messages
809
Awesome new update the messages/info text is really helpful in deciding what you need to go.

Thanks for noticing my great idea ^^

And 1 more suggestion since that back building attacks super slow try making a upgrade which can be purchased to increase it attack speed of course by just a little bit for a large sum of gold

Good luck!
 
Level 9
Joined
Oct 22, 2006
Messages
599
Awesome new update the messages/info text is really helpful in deciding what you need to go.

Thanks for noticing my great idea ^^

And 1 more suggestion since that back building attacks super slow try making a upgrade which can be purchased to increase it attack speed of course by just a little bit for a large sum of gold

Good luck!

- I also added (In version 1.1b) a message that explains the speciality of the hero you picked.

- I already have an upgrade that increases the attack speed slightly, damage and the hit points. I suggest these upgrades are done before a boss wave. It existed before version 1.0! I wouldn't wanna increase the attack speed too much 'cause it's supposed to be a defensive mechanism for hard times and with attack speed it would become an offesive one.

Thanks for the feedback man!:thumbs_up:
 
Level 12
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Feb 11, 2008
Messages
809
- I also added (In version 1.1b) a message that explains the speciality of the hero you picked.

- I already have an upgrade that increases the attack speed slightly, damage and the hit points. I suggest these upgrades are done before a boss wave. It existed before version 1.0! I wouldn't wanna increase the attack speed too much 'cause it's supposed to be a defensive mechanism for hard times and with attack speed it would become an offesive one.

Thanks for the feedback man!:thumbs_up:

Good point on the upgrade attack speed and the specialty message was what i meant it my other post.

Also i have 1 more suggestion:

Make the little carrier guys upgrade with the heros as in replace them with little version of the heros like how ranger starts with little ranger make upgraded ranger (forgot name...) have a little upgraded ranger.
 
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