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Orc Gladiators: Revenge 1.69f

Orc Gladiators: Revenge (Discord)

A modern remake and take on the old Orc Gladiators map. The game is very recognisable, but brings in new weapons, skills, monsters, items and a talent-point system to make the game more interesting.

Wait, what? Skills scale off of attributes?

Yep. Tired in old OG versions where your Druid ends up being pretty useless at the last half of the game? In this version, all of your spells, including summons, scale directly off of your primary stat.

That's cool. But like, spamming the same spell all game is boring.

That's why in this version you can modify your spells with Talents. The effects of talents vary. Some are quite simple, such as reducing the cooldown, whereas some may transform it completely, such as make it passive or change what it does.

Ohh.. and i heard rumors EXP gains are less retarded?

Yep. Don't fret about being in range of EXP, EXP range is global, and the best part, you still get EXP if you're dead, meaning you wont fall behind in power and become useless (ahem, original orc gladiators).

And gold? Will i be starved of gold all game because i'm not a DPSer?

Your main income is from completing waves. Most of it is from beating the wave itself, and you get extra gold depending on how fast you cleared the wave (faster = more gold).

Great. But what about camping the same spot all game long?

Holding the same spot will eventually cause the audience to become bored, which will prevent your team from receiving weapon upgrades (which grant a generous power spike for your team). It is a part of the game to rotate around the map. Keeping the audience entertained rewards you Enchants and accelerates your acquisition towards future upgrades.

OK. Anything else i need to know?

The game starts off easy but gets progressively harder. Teamwork is essential.

By the way, is there any way to meet other people interested in this map?

Discord community has grown and stays strong - join us, meet the usuals, plan the games, participate in discussions, suggest your own ideas, or even try yourself in occcasional contests related to map in some way.

Features

Screenshots

Changelog

Credits

Authors Notes

Unprotected Version



3 Game Modes possible
  • Normal - Standard difficulty. Learn, fight, die and repeat, until you and your teammates are able to conquer any obstacle standing in your way
  • Nightmare - Enemies are stronger and more challenging, and so are bosses. Plan, strategise and do your best, otherwise only death awaits you.
  • Hell - Challenge above any other. Only best gladiators can stand against unique challenges offered by the arena on this mode.
25 weapons total to choose from
  • Each with their own unique abilities and various playstyles.
54 different waves
  • Defeat 20 waves to win the game
  • Each wave is randomized, from a possible choice of 3
  • The game starts of easy but gets progressively harder
Bosses
  • Each level has a boss with its own unique abilities
  • Some require you to dodge their abilities
  • Some require you to stand in their abilities
  • Some summon things that go boom if you don't kill them!
Shops
  • Organised shops that allow you to build and play in many ways.
Informative multi-board
  • Have stats like healing done clearly visible to you.




Due to the size of changelogs, they are posted on the Discord. Changelogs are pasted here upon request only.



Map Creator:

pick-a-chew (Ratman#1430)


Original "Orc Gladiators" Concept:

PlagueBringerX (classic versions)
Balduras and OGem (reiterated versions)


Special Mentions:

Sewers (Feedback & Discord organization)
Tutko (Feedback & Discord organization)
BaronF4 (Map Preview Screen)


Systems

Damage Engine (Bribe)
Item Cleanup (Bribe)
Lightning Strike (Paladon)
Jump System (Paladon)


Models (ordered by name):

Alchemical Aura (pick-a-chew), created via War3 Model Editor (Magos)
Alchemy Missile (pick-a-chew), created via War3 Model Editor (Magos)
Animates Sword (Nasrudin)
BlackChakraExplosion (JetFangInferno)
RunningFlameAura (sPy), edited via War3 Model Editor (Magos)
Double Blades v3 (Tr!KzZ)
DruidStaff (Truth Troll UA)
EmpathicBond2 (Hermit), edited via War3 Model Editor (Magos)
Encourage (PrMosquito)
FourLeafClover (Mythic)
GeneralHeroGlow (assasin_lord)
GoldClaw (Darkwind)
GrnVortexAura (UgoUgo)
HammerTime (Blood Raven)
Haste (JetFangInferno)
HauntedSword (Jesus Hipster)
Hordebow (Forgotten_Warlord)
Katana (Kitabatake)
Mindstaff (Thrikodius)
MusicTarget (JetFangInferno)
NSRPG_shield_burningskullshield (N00byStance)
NagaTrident (Uncle Fester)
OakAura (unknown)
OrcRanged (unknown), edited by Tutko
Pickaxe (PROXY)
PinkMagicShield (Haistrah)
Pistol (Chriz.)
Plank Shield (Blood Raven)
ProteicAura (unknown)
Radioactivecloud (Callahan)
RedDawn (Deolrin)
ResistanceAura10 (pick-a-chew), created via War3 Model Editor (Magos)
RevolverProjectile (pick-a-chew), created via War3 Model Editor (Magos)
Serpent Wand (Uncle Fester)
ShadowAssault (Ugo Ugo)
ShockAura (marcus158)
ShortAxe (Lord_T)
Soul Harvester Scythe (Blood Raven)
SoulArmor (JesusHipster)
SpinFX2 (Waldbaer)
Stone Shield (JesusHipster)
TakeAim (pick-a-chew), created via War3 Model Editor (Magos)
VoodooMask (Forgotten_Warlord)
War Drums (Sunchips)
WhiteChakraExplosion (JetFangInferno)
WildAura (unknown)
WolfCap-2 (Sunchips)
orc (unknown)


Models with Unknown authorship yield no valid search results when using Hive's search function. This is likely because the model's file name is vastly different from its bundle name. If any of these belong to you, get in touch, and I will update the credits.

Icons (ordered by appearance in import manager):

Flare (Blizzard Entertainment)*

Orb of Venom (Blizzard Entertainment)*

Skeleton Mage (Blizzard Entertainment)*

Thick Fur (Blizzard Entertainment)*
Bull Rush (Blizzard Entertainment)*
Rogue Sprint (Blizzard Entertainment)
Warrior War Cry (Blizzard Entertainment)
Ancient Katana (PrinceOfFame)
Arrow Shower (The Panda)
Astral Blessing (PeeKay)
Bash (The Panda)
Blizzard Boots (Blizzard Entertainment, Gwen Stefani)
Bloodlust Amulet (The Panda)
Boots Up 1 (inhuman89)
CR Warcry (CRAZYRUSSIAN)
Ceremonial Locket (BlackDoom)
Clover Magic (JollyD)
Diamond Pickaxe (Praytic)
Druid Staff Nature Earth (Blizzard Entertainment, Gwen Stefani)
Frostmourne2 (stefanstan95)
HailOfBullets (Blizzard Entertainment)*
Hammer2 (kola)
Healing Drums (Blizzard Entertainment)
Inventory Belt 03 (Blizzard Entertainment)
Inventory Boots 03 (Blizzard Entertainment)
Inventory Boots 07 (Blizzard Entertainment)
Inventory Boots Fabric 01 (Blizzard Entertainment)
Inventory Boots Plate 03 (Blizzard Entertainment)
Inventory Boots Plate 05 (Blizzard Entertainment)
Inventory Boots Plate 09 (Blizzard Entertainment)
Inventory Hammer 17 (Blizzard Entertainment)
Inventory Jewelry Necklace 04 (Blizzard Entertainment)
Inventory Misc Pocket Watch 01 (Blizzard Entertainment)
Inventory Misc Stone Tablet 05 (Blizzard Entertainment)
Inventory Potion 10 (Blizzard Entertainment)
Inventory Sword 11 (Blizzard Entertainment)
Japanese Sword (Mc !)
Mad Mask (PeeKay)
Magic Bullet (~Nightmare), edited via Warcraft III Viewer (n/a)
Mastercraft Shield (PrinceYaser)
Moon Staff Grace of Air Totem (Blizzard Entertainment)
Multi Arrow (The Panda)
P's Angel Wings (Paladon)
Pathfinder 01 (PeeKay)
Rain of Fire (Mr.Goblin)
Scout Two (Blizzard Entertainment)
Scythe of Elune (TheRanmar)
Snowy Glaive (Hemske)
Soul Rune (PeeKay)
Soul Harvester Scythe (Blood Raven)
Spell Fire Fireball 02 (Blizzard Entertainment)
Spell Fire Seal of Fire (Blizzard Entertainment)
Spell Nature Agitating Totem (Blizzard Entertainment)
Spell Nature Astral Recall Group (Blizzard Entertainment)
Sunlight (TESCAO)
Winds Boots (Mc !)
crVeeR5 (CRAZYRUSSIAN)
Advanced Creature Carapace*
Anger (Ginufe)
Arcane Blast (Blizzard Entertainment)*
Big Bad Voodoo (Blizzard Entertainment)*
Blood Signet (KelThuzad)
Blood Spray (The Panda)
Charm (Blizzard Entertainment)*
Drain (Blizzard Entertainment)*
Forge (Blizzard Entertainment)*
Frost Ring (Blizzard Entertainment)*
Howl of Terror (Blizzard Entertainment)*
Inventory Misc Organ 01 (Blizzard Entertainment)*
Orb of Lightning (Blizzard Entertainment)*
Orc Tower (Blizzard Entertainment)*
Scroll of Haste (Blizzard Entertainment)*
Select Hero On (Blizzard Entertainment)*
Shaman Master (Blizzard Entertainment)*
Skeleton Longevity (Blizzard Entertainment)*
Spell Fire Fireball (Blizzard Entertainment)*
Spell Frost Wizard Mark (Blizzard Entertainment)*
Spiked Barricades (Blizzard Entertainment)*
Tornado (Blizzard Entertainment)*
Totem (The Leader)
Vial Full (Blizzard Entertainment)*
Spirit Wolf 64 (PeeKay)


*These are mostly default WC3 icons that have been extracted via Model Editor and then edited via Button Manager (Shadow Daemon) to create passive versions. If the icon has a link, this means it's a World of Warcraft icon that has been edited instead.

Early Developmental Help

Hive Workshop (forum discussions)
Discord (communication)
BaronF4 (feedback)
Rayess (feedback)



Latest discussion and development can be found on the discord server.


The map is routinely optimized to reduce its size and loading time. Much of OG:R's development has been possible due to learning off of unoptimized and unprotected maps. To continue this spirit, I am willing to provide unoptimized versions. Please PM me for one. Note I will only provide an older version as I am still developing Orc Gladiators: Revenge, thus it is important for me to retain developmental integrity.

Contents

Orc Gladiators: Revenge 1.69f (Map)

Reviews
deepstrasz
1. Avoid playing music through the sound channel; use the other Play Music trigger. 2. Should rename the Idle Workers ("~" for talents) to something fitting. 3. Did you credit the original creator ingame/in the quest log as in the map thread...
Level 1
Joined
Jul 14, 2018
Messages
1
I can't seem to get the map to work. I can find it and start it but it just resets the page. Is the map version dependent? Or is there something else i am doing wrong?
 
Level 13
Joined
Jul 15, 2007
Messages
763
Version 1.32db has been released.

It should be mostly bug-free but i will of course upload hotfix versions as appropriate. This version focused on updating talents for many weapons. My design philosophy for talents has shifted more towards the idea that talents should be standalone and have less synergistic effects with other talents (usually taking 2 talents for the same spell had a multiplicative effect - incidences of this has been reduced).


Version 1.32db:
General:
- Starting Stats for weapons have been rebalanced. Tooltips have been updated.
- A new command '-time' has been added that sets the remaining Hero Pick time to 3 minutes (Player 1 Red only).

Balance and Talent changes:

Pickaxe:
- Barrage now only hits 3 targets at once (was 5).
- Overdrive "Supercharge" now increases duration to 12 seconds (was 9).
- "Architect" talent now gives +2 Modifications (was +1).
- Fixed AoE indicator for "Demolitionist" talent for Unstable Concoction.
Double Blade
- "Feast" talent now makes Vampiric Aura global, and now causes it to heal you for 2% max HP per attack (was 40% more leech).
- "Ritual" talent Voidwalker now lasts 10 seconds (was 8).
- "Ritual" talent Voidwalker's damage now gets 6 damage per 1 strength (was 30 per 5).
- "Destruction" talent now increases Fire Storm cooldown to 20 seconds (was 30).
- "Demonic Soul" now gives +25 Max Mana per Hero Level (was +300 regardless of level). This effect is retroactive.
- Dimensional Gate's cast will now abort if used at an invalid location.
- "Nether Mastery" also causes Dimensional Gates to fully recharge at the start of each round.
- "Nether Mastery" also increases "Ritual" Voidwalker duration by 5 seconds.
- Demon Skin now reduces all damage taken by 70% rather than giving 50 Armor.
- "Mend" talent changed to "Brimstone" talent.
- "Brimstone" causes Demon Skin to damage 5 nearby enemies for 6.0x Strength.(edited)
Bow:
- Survivalist now gives +70 HP per level up (was 800 for all levels). No longer gives HP Regen and Armor; instead gives 30% Damage Reduction.
- Survivalist will now go to your Talent Book's inventory once selected so you can view its tooltip after purchase.
- Piercing Shot now has a 9 second cooldown (was 12).
- Piercing Shot "Focus" talent no longer reduces cooldown. Instead, grants 40% attack speed for 8 seconds.
- Volley "Quickdraw" talent also reduces mana cost by 15.
- Volley "Hail" talent increases area by 100 (was 50) and reduces cooldown by 1 second (was 2).
- Binding Trap "Trapper" talent removed.
- Searing Arrows "Momentum" added. Searing Arrows also grants 10% attack speed for 5 sec (stacks up to 10 times).
- Dark Ranger's Quiver now causes Volley to deal 300% more damage (reduced by 15% for each target it hits).
Claws:
- Mana Tide totem now has a 100 second cooldown (was 150).
- Mana Tide "Healing Tide" renamed to "Riverbed" and now causes Mana Tide Totem to heal for 24.0x Agility over its duration (was 18.0x). No longer reduces its cooldown.
- Mana Tide "Hotspring" added and now causes Mana Tide Totem to give nearby allies 50% bonus attack damage.
- Lightning Bolt's cast range is now always 1050 (was 700).
- Lightning Bolt's cooldown is now always 7 seconds (was 8).
- Lightning Bolt "Energize" talent no longer reduces cooldown. Instead increases range by 75 (in addition to 7 mana per enemy hit).
- Lightning Bolt "Shock" changed to "Static".
- Lightning Bolt "Static" now causes Lightning Bolt to apply Flurry, and gives Flurry a 20% chance to reset the cooldown of Lightning Bolt.
- Claws of the Whisperer no longer proc from Flurry.
- Flurry can now proc when Flurry is already active.
- Flurry duration reduced by 1 second.
- Flurry "Windfury" no longer increases proc chance.
- Flurry "Windfury" causes your target to suffer 2.0x Agility when Flurry procs.
- Feral Spirit HP reduced to 90 HP per 5 Agility (was 100). Damage increased to 6 per 5 Agility (was 5).
- Feral Spirit "Spirit Guardian" reduced to 180 HP per 5 Agility (was 300). Damage reduced to 12 per 5 Agility (was 18).
- Feral Spirit "Spirit Guardian" no longer increases mana cost.
- Feral Spirit "Spirit Guardian" now gains 2 armour per wave (was 1).
- Feral Spirit "Spirit Guardian" now has Taunt.
- Feral Spirits now scale for every 1 point of stat (rather than 5).
- Feral Spirit "Spirit Service" (NEW) causes Feral Spirits to heal 1 nearby random ally for 30% of all damage they deal.
- Rock Shield now grants total Physical Immunity.
- Rock Shield duration reduced to 6 seconds (was 8).
- Rock Shield cooldown reduced to 36 seconds (was 40).
- Rock Shield "Vital Earth" now causes Rock Shield to last forever on targets whilst they are below 50% HP and heals them for 5% HP per second.
- Rock Shield now transmits a message to the target player.
- Hex now lasts for 8 seconds on non-bosses and 3 seconds on bosses (was 5 and 5).
- Hex cooldown is now 40 seconds.
- Hex "Voodoo" now causes Hex victims to suffer 1.0x Agility every second until they die. When they die the cooldown of Hex is reset.
- "Earthen Fortitude" (NEW) reduces all damage you take by 20% and gives a 5% chance when taking damage to gain Rock Shield.
- Fixed a bug where on-damage events like Ghost Key prevented Flurry from being activated.
Druid Staff:
- Force of Nature Treants and Treant Protectors have 50% more hit points.
- Force of Nature Treants and Treant Protectors scale from every 1 point of stat (rather than 5).
- Force of Nature "Protector" now gains 2 armour per wave (was 1).
- Force of Nature "Barkskin" changed to "Cultivation" and now gives Treants 75% damage reduction and 50% attack damage for 10 seconds (was +25 armour and +100% damage for 12 seconds).
- Thorns Aura "Brambles" now gives 5 armour (was 8).
- Innervate restores 175 mana (was 150).
- Innervate "Clarity" restores 50 more mana (was 75).
- Entangle now lasts 10 seconds on non-bosses (was 5).
- Entangle "Overgrowth" now gives Entangle 350 AoE (was 300), a 60 second cooldown (was 80) and increases mana cost by 50 (unchanged).(edited)
Crystal Ball:
- Alter Fate has been redesigned. Now lasts 30 seconds and heals an ally for a massive amount when they drop below 25% hit points. No longer returns mana.
- Alter Fate "Saviour" talent removed.
- Alter Fate "Custodian" talent added. When Alter Fate procs, rather than being consumed, Alter Fate will last 6 more seconds and can trigger a second time.
- Dancing Blades once again have None movement type.
- Dancing Blades attack rate reduced from 1.8 to 1.2.
- Dancing Blade cooldown reduced to 4 seconds (was 5).
- Dancing Blade "Kinesis" redesigned. Now adds 1 hit for every 150 mana you have (was +3 hits, Bash and -1 sec cooldown).
- Dancing Blade Codex bonus redesigned. Now adds Chilling Attack to your Dancing Blades.
- Dancing Blade mana cost lowered to 40 (was 50).
- Recurrence now does 20% damage per tick.
- Recurrence's damage cap is now 10.0x intelligence (per tick)
- Recurrence "Ill-fated" now refreshes Recurrence's duration (instead of increases its duration by 3 seconds).
- Recurrence "Intervention" now applies Alter Fate to all allies within 700 range of the caster (was within Recurrence's area of effect)
- Swirling Occulus now applies Recurrence to 3 nearby random enemies for 12 seconds (was 5 for 6 seconds).
- Telekinesis will now abort if no targets can be thrown.
- Telekinesis now prioritises throwing bosses if possible.
- Telekinesis now only throws 1 target.
- Telekinesis no longer damages the thrown target. Instead deals 3.0x intelligence and a 2.5 second stun to enemies in its landing area.
- Telekinesis "Psionic" changed to "Gravity".
- Telekinesis "Gravity" causes thrown targets to suffer 15.0x Intelligence and also increases cast range by 25%.
- Clairvoyance has been removed from the game.
- New passive: Prophecy. Reduces the minimum score and grade you can get per wave from G to D.
- Prophecy "Augury" improves minimum grade/score protection to C.
- Fortune Aura "Luck" now adds 15% critical strike chance to your Hero. No longer increases Fortune Aura's crit bonus by 2%.
- Foresight no longer grants 100% critical chance strike and no longer protects against Spell Damage. Instead lasts 4 seconds, grants physical immunity and +100% attack damage.
- Foresight "Oracle" gives Foresight +200% bonus attack damage and +1 extra duration.
- Premonitions talent redesigned. When you cast a spell you gain Premonitions for 7 sec. If you already have Premonitions then you also gain 30 mana.
Great Axe:
- Hew has been removed from the D slot and added to Great Axe's weapon as a Weapon Perk.
- Heavy Wounds (NEW), D slot passive (acquired at level 1). Your melee attacks cause the target to bleed for 2.0x strength over 6 seconds. Damage can accumulate on the same target.
- Juggernaut has been redesigned. Now grants 1% Bonus Damage per 1% HP and 0.6% Damage Reduction per 1% missing HP.
- Juggernaut "Unstoppable" replaced with "Brawler" which increases Juggernaut duration by 12 seconds.
- Shockwave "Slow" replaced with "Ruthless" which removes Shockwave mana cost but increases its cooldown by 2 seconds.
- War Stomp "Tremble" renamed to "Rumble" and now increases War Stomp area of effect by 125 and stun duration by 0.5 seconds (was +100 AoE and -3 sec CD).
- War Stomp "Aftershock" remade into "Quake". Causes War Stomp to create a slowing quake zone for 12 seconds that slows enemies within it by 45%.
- "Vitality" now grants +125 HP per Hero Level (retroactive).
- Champion's Reaver weapon upgrade enhancement now causes Shockwave and War Stomp to apply Heavy Wounds.
Katana:
- Bladestorm grants total damage immunity (was 1000 armour).
- Bladestorm duration rebalanced to 6 seconds (damage is unchanged).
- Bladestorm "Whirlwind" now adds 4 seconds (was 2). This means its total damage is up to 23.3x Agility.
- Bladestorm "Meatgrinder" now adds 125% attack speed (was 200%).
- Bladestorm cooldown increased by 30 seconds.
- Avenging Rage "Gladiator Bond" redesigned. Now causes Avenging Rage to apply to all remaining Gladiators.
- Killing Machine restores 4 mana per hit (was 3).
- Killing Machine "Massacre" grants 15% critical strike chance (was 10%).
- Mirror Image "Refraction" now reduces mana cost by 50% and causes Mirror Images to last forever.
- Mirror Image "Decoy" now causes Mirror Image to create only 1 Image that deals 80% normal damage and takes 100% normal damage.
- Wind Walk "Trickster" changed to "Assassin". Causes Wind Walk to damage the primary target for 12.0x Agility.
- Wind Walk "Sweep" no longer increases damage. Instead hits 6 targets (was 5).
Runeblade:
- Undead Companions no longer scale based on their own hero attributes. Instead, their hit points and attack damage scale based on their master's strength.
- Abomination: 40 HP, 1 DMG per 1 STR
- Banshee: 20 HP, 1.5 DMG per 1 STR
- Gargoyle: 25 HP, 0.6 DMG per 1 STR
- Ghoul: 30 HP, 2 DMG per 1 STR
- Armor Rating has also been adjusted:
- Gargoyle and Banshee now gain 2 Armour per wave (was 1).
- Ghoul and Abomination now gain 3 Armor per wave (was 2 and 4).
- Undead Companions now follow their own attribute gains per level. As such the master's own attributes will have no effect on their attack speed, armour and maximum mana.
- Undead Companions no longer benefit from Figurine or Tomes of Damage.
- Fixed a bug where Undead Companions benefited from Crystal Ball's clairvoyance talent.(edited)
Abomination:
- Expunge's area of effect has been increased to 225 (was 150).
Gargoyle:
- Attack Rate reduced to 1.8s (was 2.2)
- Cannibalize healing reduced to 60% over 10 seconds (was 80). Mana cost lowered to 50 (was 100).
Ghoul:
- Feast no longer gives the Ghoul +100% attack damage.
- Frenzy has been adjusted. Now gives +25% movement speed (was 50%) and +100% attack speed (was 50%) for 12 seconds (was 20). Costs 100 mana (was 75). 20 second cooldown (was 30).(edited)
- Desecrate now reduces damage taken by 50% (was gives +50 armour).
- Desecrate "Defile" now increases area of effect by 60% (was 50%) and causes Defile to slow enemies by 40%. No longer increases duration by 25%.
- Death Coil "Mortality" talent now increases Death Coil damage by 2% for every 1% missing health (was +200% on targets with less than 35% HP).
- Death Coil "Darkmend" now increases Death Coil healing by 25% of the target's missing health (was 50% more healing, or 100% more on pets).
- Death Pact "Empower" now reduces damage taken by 50% (was +100 armour) and gives +100% attack damage to both you and your companion (was just the caster).
- Improved Companion replaced with Unholy Champion. Increases your companion's stats by 30%. No longer is repeatable. No longer adds Unholy Presence to them.
- Surrender Soul no longer costs mana.
- Surrender Soul "Death Ward" replaced with "Haunt". When you die become a Shade that can cast Death Coil. The Shade does not regenerate mana and gains mana equal to 210 + (4 x Int)
- Surrender Soul "Madness" redesigned. Adds 1.0x Strength thorns whilst active.
- Unholy Frenzy "Incite" redesigned. Now causes Unholy Frenzy to apply to you when cast on your companion (and vice versa).
- Unholy Presence now has a 900 area of effect (was 450).
- Unholy Presence now reduces armour by 15% (was 20%).
- Unholy Presence "Death Presence" now makes Unholy Presence global and also boosts your attack damage by 2 per Hero Level.
- Death's Stand (NEW TALENT) reduces all physical damage you take from enemies who are below 35% HP by 50%.
- Dreadblade's Weapon Enhancement changed to: Surrender Soul no longer kills you and also regenerates 50 mana per second.(edited)
Trident:
- Crushing Wave's range increased to 700 (up from 600). Base width increased to 125 (up from 100). Final distance unchanged (300).
- Crushing Wave "Corruption" replaced with "Overflow" which causes Crushing Wave to deal 6.0x Agility extra damage when it applies Parasite to targets.
- Crushing Wave "Gush" replaced with "Tide" which causes Crushing Wave to refund 10 mana per enemy hit.
- Forked Lightning cast range increased by 100.
- Forked Lightning "Thunder" is no longer repeatable. Now increases targets by 2 and damage by 20%.
- Maelstrom redesigned. Gives an 8% chance for your attacks to empower your next Forked Lightning causing it to deal 15.0x Agility to its primary target.
- Maelstrom "Conduit" redesigned. Gives a 50% chance for Forked Lightning not to consume the proc.
- Twister "Gale" replaced with "Tornado". Twister creates a Tornado upon arriving that slows nearby enemies by 15% and periodically casts Parasite. Lasts 11 seconds.
- Twister "Typhoon" replaced with "Hurricane". Twister deals 2.5x Agility to targets.
- Twister mana cost increased to 50 (was 30).
- Vortex no longer deals damage and has 400 area of effect (was 300).
- Vortex "Undertow" redesigned and now resets Crushing Wave's cooldown.
- Vortex "Drown" redesigned and now banishes enemies from paly for 6 seconds. When they reappear they suffer 6.0x Agility damage.
- Windward Aura now has 900 range (was global) and reduces ranged attackers by 15% (was 10%).
- Windward Aura "Zephyr" now adds 250 attack range, 12% improved base attack speed (was 30%) and makes Windward Aura global.
- Weapon Upgrade now causes Vortex to apply an untalented Parasite to enemies it hits.
War Drums:
- Embolden "Courage" adjusted: now applies a 10 second Motivate (was 45) that is 900% more effective (was 100%).
- Inspire "Comradeship" no longer reduces Inspire's cooldown but now also restores 200 mana to the caster.
- Motivate restores 2.5x Agility health (was 3.0x) and 4 mana (was 5) over 10 seconds.
- Motivate "Persevere" now increases Motivates healing by 50% (unchanged) and mana by 50% (was 100%).
- War Drum's "Impetus" talent redesigned. Now causes applying an aura to trigger a free Rally.
Other Changes:

Game Modes:
- Unique Pick ("-up"): weapons can only be chosen once.
Weapon Upgrades:
- All weapon upgrades have had their stats rebudgeted around 1000 gold.
- The multi-board will flash a player's player number during weapon rolls.
Weapons:
- Players can now sub-random support and tank heroes. This gives no medallion but gives 20% bonus gold per round. Has the same repick penalty as a normal random.
Enchants:
- It is more obvious when a control point has been exhausted and when the audience can be made bored from standing by it(edited)
BETA WEAPONS
- A beta weapon rack has been added to the game. Weapons that are playable and are being tested will be found here. They have no talents but don't forget you can convert talent points to gold. Feedback on these weapons is especially appreciated, as is recommendations for their possible talents. The idea of the beta rack is to speed up weapon creation.
- Totem (Ranged Intelligence Support) is the only weapon in the Beta rack. Check him out in-game to find out more!


I would stress that some of the above changes have been reiterated so their final values might be a lie in this changelog (in most cases numbers were tuned down as things got a big power hungry).

Because the changelog got so big i did not document all changes!

An important change not listed here is a base 10% difficulty to the game, all monsters have +10% more damage and +10% more HP. This is mostly due to the complete rebalancing of weapon stats and partly to offset power creep possibly caused by the new talents.
 
Level 13
Joined
Jul 15, 2007
Messages
763
Map seams broken after 1.30 patch everyone gets fatal error "CTD" just a heads up if you did not know. Other then that, Wow, pick-a-chew. Great moves, keep it up. Proud of you!

Yes i am aware of the crash issues. War Drums and Wizard Staff can fairly easily crash the game. If you don't pick these weapons the game should last longer... though there's the possibility of other crashes i guess.
 
Level 1
Joined
Aug 18, 2018
Messages
1
Creator I love you man, thanks for your work.

Is the Avenger class still around through talents or anyhow? I mean the ork with the hammer and the aoe heal. A paladin orc, ain't that fucking cool (way better than Tauren Paladins wtf...).
xD
 
Level 1
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Aug 23, 2018
Messages
3
i registered just to say that if in solo mode, there is some naga boss on stage ~17 may appear, which have poison arrows which dealing 500~1000hp damage per second, so you just dying in few seconds and can't do anything, though even for multiplayer that sounds like a massive wipe of everybody from a single shot, i did found an item which can do dispel with regen but can't cast it on yourself, even if it would be dispeled, the bonus regen from the item is nowhere near high enough to counter another poison arrow if it can apply again, unless there will be 90% poison resist item in shop for reasonable price which is not 1k, that boss is broken, poison going through spell immunity too, though even if it would not - would end up dying instantly after immunity ends anyway,,, also possible suggestion(if not implemented yet) is about the troll boss which grows it's power the more time battle is going, in solo you can kill him - no one disturbing you, but in multiplayer too many mobs, so will be unable to reach him most likely(i started to play this map today), unless his power grows 10times slower than in solo, since in solo he quickly can reach x2 damage, so if in multi it's not limited for example - the moment he will reach the players he will already have 10x damage and will single hit everyone, if limited then gj
 
Level 13
Joined
Jul 15, 2007
Messages
763
i registered just to say that if in solo mode, there is some naga boss on stage ~17 may appear, which have poison arrows which dealing 500~1000hp damage per second, so you just dying in few seconds and can't do anything, though even for multiplayer that sounds like a massive wipe of everybody from a single shot, i did found an item which can do dispel with regen but can't cast it on yourself, even if it would be dispeled, the bonus regen from the item is nowhere near high enough to counter another poison arrow if it can apply again, unless there will be 90% poison resist item in shop for reasonable price which is not 1k, that boss is broken, poison going through spell immunity too, though even if it would not - would end up dying instantly after immunity ends anyway,,, also possible suggestion(if not implemented yet) is about the troll boss which grows it's power the more time battle is going, in solo you can kill him - no one disturbing you, but in multiplayer too many mobs, so will be unable to reach him most likely(i started to play this map today), unless his power grows 10times slower than in solo, since in solo he quickly can reach x2 damage, so if in multi it's not limited for example - the moment he will reach the players he will already have 10x damage and will single hit everyone, if limited then gj

It used to deal 1600 (spell) damage per second for 3 seconds. In version 1.33 all Boss damage and hit points were recalculated to be based on the average minion health and damage for that wave (augmented further by a formula based on player number and difficulty) which unintentionally meant Wave 17 bosses gained a huge power buff as they used to have weak attacks with a powerful passive effect (Naga had poison, Demons had +500% damage and Lich had -100 armor corruption). These abilities have been nerfed by 50% on Version 1.33c which i will upload here soon as i know it hasn't produced any major bugs.

Edit: I would add that wave 17 has always been a tough wave for solo games, the bosses are designed to be very effective at eliminating single targets. In single player your best strategies are to either nuke the boss down or tank it with summons.
 
Level 1
Joined
Apr 20, 2018
Messages
3
im playing the map with my brother for a few patches now, great work but and i dont know but there seem to be a problem with the great axe's juggernaut ability in the latest patches where it doesnt give any extra dmg, if it does it certainly doesnt show!
but all in all good map, thank you!
 
Level 13
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Jul 15, 2007
Messages
763
im playing the map with my brother for a few patches now, great work but and i dont know but there seem to be a problem with the great axe's juggernaut ability in the latest patches where it doesnt give any extra dmg, if it does it certainly doesnt show!
but all in all good map, thank you!

Juggernaut was redesigned to increase ALL damage dealt, as such it no longer shows a +number on the hero's UI, but the white/blue floating text from damage should definitely display bigger numbers.
 
Level 13
Joined
Jul 15, 2007
Messages
763
Version 1.34d has been uploaded here. It is also available for hosting via ENT and MMH as usual. Main changes are an overhaul to the augment system (which now takes advantage of being able to change item tooltips), changes to codex/lion's ring/bracers and a new beta weapon (Enchanted Revolver). Plus many fixes. As always the full changelog is available on discord.
 
Level 1
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Sep 23, 2018
Messages
1
The RuneBlade´s (E) skill is not dealing damage, it heals and recovers mana but does 0 damage to mobs
 
Level 6
Joined
Sep 18, 2017
Messages
74
I love this remake. Removed everything that was frustrating about the original. Lots of really intelligent additions (global xp and gold, talent customization, unpredictable waves). A joy to have in the map pool.

5 stars.
 
Level 13
Joined
Jul 15, 2007
Messages
763
Version 1.35c has been updated.

As always the full changelog is on Discord and will only be pasted here upon request. Highlights are: Revolver now has talents, new beta weapon (Hand Wraps), various fixes, map performance improvements and the Item Contest winner's item has been added to the game.
 
Level 1
Joined
Apr 20, 2018
Messages
3
Revolver's reload shouldn't require mana, he already is short on mana and on mana burning waves (esp. the murlock boss) he becomes usless.
 
Level 1
Joined
Nov 12, 2018
Messages
1
For some reason i cannot play the game. I am new to downloading custom maps so i might be doing something wrong.
If anyone could help me it would be appreciated.
 
Level 1
Joined
Apr 20, 2018
Messages
3
For some reason i cannot play the game. I am new to downloading custom maps so i might be doing something wrong.
If anyone could help me it would be appreciated.
update the game, download the map and put it in maps in a folder you can find easy
 
Level 13
Joined
Jul 15, 2007
Messages
763
Version 1.37d has been uploaded.

Version 1.37ca has also been uploaded. This is the new updated 20 player version. A reminder that this is a "fun" mode and the game is NOT balanced around this number of players. If you have a slow PC, you will lag!

Summary of changes: mostly item and ability balancing.

Wave 15 War Golems wave has been disabled following crash reports specific to the recent patch.
 
Level 13
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Jul 15, 2007
Messages
763
Version 1.37 has been unusually buggy so keep an eye out for hotfix versions.

I am aware of crash/desync issues relating to 2 bosses and am working to solve/fix the problem. If it persists I will resort to disabling those waves from the game.

Please report any issues you find here or on the discord.
 
Level 2
Joined
Dec 2, 2018
Messages
2
Hey, could I please get an unprotected version of OG:Revenge we play it with 2 friends but we find it too hard, we bad :D I wanted to make health of monsters smaller, not going to publish it anywhere. Thanks. (couldnt find where i can PM you sry)
 
Level 13
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Jul 15, 2007
Messages
763
Majo,

Version 1.29fc is the current "unprotected" version I willingly distribute. Find it attached to this post. Keep in mind this version is quite old. Do not ask me questions relating to its object and trigger data as the map has been restructured several times since that version and it's something i'm not that familiar with anymore.

Happy editing,

Pick
 

Attachments

  • Orcs Gladiators Revenge 1.29fc.w3x
    2.6 MB · Views: 157
Level 13
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Jul 15, 2007
Messages
763
Version 1.37ga is available for playing!

There's not a lot of changes due to Christmas; it mostly fixes prominent bugs that i couldn't let stand any longer, and a complete re-balancing of creep abilities.

Someone also made a hack of 1.37f that was floating around with a cheat-pack... so also wanted to get this one out to reduce the chance of that one getting played!
 
Level 13
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Jul 15, 2007
Messages
763
Version 1.37ja has been uploaded.

It fixes the desync issues that happened when the map finished initializing. A majority of the map's initialization now happens over a 10 second period after the game has loaded.

Please report to me if you experience desync issues with this version.
 
Level 13
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Jul 15, 2007
Messages
763
Apologies for not updating the map on here for some time (you may find BNet is the first place you'll find the most recent version...).

The change log between 1.37 to 1.40 is pretty massive. Will post 1.40's here upon request only (all changes are documented on the discord).

The credits will now be out of date but i will update it at some point. Feel free to violently poke me if you're missing a mention and want the recognition you deserve.
 

Bob

Bob

Level 2
Joined
Oct 22, 2008
Messages
15
The new patch absolutely destroyed this map. Tried to play a game, my skellies got perma 1 to 2 damage and their base hp regardless. Think the stat based system needs some major rework.
 
Level 13
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Jul 15, 2007
Messages
763
The new patch absolutely destroyed this map. Tried to play a game, my skellies got perma 1 to 2 damage and their base hp regardless. Think the stat based system needs some major rework.

Unfortunately the latest patch has also destroyed the editor's ability to handle large maps, so I am unable to fix the issue until Blizzard patch the editor. Blizzard have noted this issue with the editor so I would think it would get patched quite promptly... though for the time being the map will indeed be unplayable. I am confident when the editor is fixed the map will be easy to fix up (it is not "destroyed", it just needs to be loaded and saved on the latest editor).
 

Bob

Bob

Level 2
Joined
Oct 22, 2008
Messages
15
Unfortunately the latest patch has also destroyed the editor's ability to handle large maps, so I am unable to fix the issue until Blizzard patch the editor. Blizzard have noted this issue with the editor so I would think it would get patched quite promptly... though for the time being the map will indeed be unplayable. I am confident when the editor is fixed the map will be easy to fix up (it is not "destroyed", it just needs to be loaded and saved on the latest editor).

Thanks for taking the time to reply. Yeah it seems this issue is solvable in the short run, so no problem there I guess. Also thanks for still developing this map, its an actual treasure.
 
Level 13
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Jul 15, 2007
Messages
763
Hey guys,

Version 1.42d is now pretty stable on the current WC3 patch. Most bugs have been fixed but some probably remain and will be patched up upon receiving the appropriate player feedback. One common problem I have heard of is players losing control of units and being unable to use abilities for brief moments of time. I am pretty confident this isn't a map bug, but if you do experience this in your games, please send the replay my way so I can make sure.

Huge thanks to people who have sent me replays. Also love to bribe for buffing his damage engine <3
 
Level 23
Joined
Jul 26, 2008
Messages
1,317
Just want to say, I was watching a twitch stream of some guys playing this for many rounds the other night. I was super impressed by how the bosses had spells, and were not just stronger units than the rest of the wave.

Most importantly, the enrage feature seemed to fix a pressing issue with other versions of Orc Glad, that is, range heroes are unable to simply kite the boss around the map if the rest of the team dies. This problem made the map kind of unfun, since there was no way to lose (at least against melee bosses, against range bosses this could work too if the hero just uses spells). I remember some archer hero would just kite for 10 mins while the others had to watch. With the enrage feature, it seems that in addition to attack speed, the boss also moves faster, which solves this previous problem.

Also wanted to say, the players who were playing it on Twitch were using Reforged graphics, and there was no awkwardness between the orc glad models and the HD Reforged waves. They blended very seamlessly.
 
Level 13
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Jul 15, 2007
Messages
763
I am glad you enjoyed watching people play the map :).

Indeed, in the original versions there were all kinds of spots ranged heroes could be to avoid getting attacked, or to only get hit by 1 enemy at a time! Such a flaw is one of the reasons why I originally decided to make my own version of glads (almost 3 years ago now, scary).

There are quite a few systems in OGR to make sure the physical arena is kept interesting:
  1. The Hard Enrage/Time Limit for each encounter; creeps will maximize attack and movement speed, and gradually gain attack damage, whilst players will lose mana and hit points. This essentially wipes the game if your team is spending too long avoiding combat.
  2. Different "bases" in the arena. You get rewarded with Enchants and Upgrade points by holding different bases throughout the game (as opposed to camping the best spot all game long). In old school orc glads, people loved hiding in the rocks (until someone inevitably destroyed them), which left the rest of the map underused.
  3. Minimal choke points; more than 1 creep can always get through, so the enemies, especially melee-only waves, can always pose a threat.
  4. Area of effect abilities from bosses to encourage dodging/moving/kiting around the arena.
Thanks again for your thoughts!
 
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