• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Plague 1 : The East V2.5a6

Plague 1 : The East

Visit project page

PLAGUE 1: THE EAST

SUMMARY :


Plague 1 : The East is a dark fantasy world driven PvE survival/kingdom defense map where you are locked into all out war with an insurmountable undead force. Choose one of 6 custom factions and play alone or with up to 8 friends against an adaptive AI that will keep you on your toes.

THIS MAP IS IN PROGRESS OF AN OVERHAUL, SLOWLY.

For now; join our discord :

Discord link for plague maps!





Future of Development

This map is currently having a performance overhaul, and is in the process of receiving final content additions! Thank you guys for playing and making this a worthwhile project. Happy to say I have another dev working on this, Talemba (He goes by many names), and he has been a gigantic help with bringing the FPS to playable levels.




2.5a6 Changelog​

Content​


Undead
  • Added the Creeper to teal spawns
  • Added a market to Kentbridge

Balance

Defense

  • Titanium Greatshield Mana% reduction changed to 20%/15%/10% from 30%/25%/20%
  • Levy Crossbowman base damage increased to 300 from 250

Dark Crusade
  • Greylight Spire health increased to 3000 from 1200
  • Greylight Spire armor increased to 10 from 5

Border Guard
  • Ranger attack speed changed to 1.5 from 1.8

Rapid Response
  • Blacksteel Lance mana cost reduced to 15 from 25
  • Increased Stormcharge tertiary damage to 400/500/600 from 250/300/350

Paladin
  • Safeguard mana cost reduced to 200 from 500
  • Solace mana cost reduced to 500 from 1000
  • Sanctify mana cost reduced to 500 from 1000

Palonian
  • Golems will no longer remain at the location on death
  • Mage Golem gold cost reduced to 800 from 1500
  • Mage Golem training time reduced to 60 from 90
  • Battle Golem gold cost reduced to 800 from 1500
  • Battle Golem training time reduced to 60 from 90
  • Shadow Prodigy train time reduced to 30 from 45
  • Shadow Prodigy food cost reduced to 6 from 8
  • Dark Intuition base gold cost reduced to 600 from 1000
  • Dark Intuition base lumber cost reduced to 300 from 500
  • Dark Intuition base research time reduced to 60 from 90

Items
  • Undead Reaper will now restore 50 health on killing undead
  • Undead Cleaver will now restore 100 health on killing undead
  • Iron Maul attack speed reduction reduced to -30% from -50%
  • Field Marshall’s Helm aura radius increased to 250 from 200

Undead
  • Acid Sprayer range reduced to 800 from 1200
  • Corrupted Ranger range reduced to 800 from 1000
  • Skeletal Warlock range reduced to 800 from 1000
  • Insectoid Crowdmelter range increased to 1200 from 1000
  • Insectoid Crowdmelter health increased to 3000 from 2400
  • Infernal Cultist damage scaling reduced to 6 from 10
  • Night Stalker health reduced to 4000 from 6350
  • Zombie base armor reduced to 4 from 6
  • Mutated Zombie base armor reduced to 8 from 10
  • Altered the variance of boss spawning

Bugs/QoL/Performance
  • Fixed a bug where Shrine of Conviction wouldn’t automatically cast Sanctify
  • Gethis should no longer be invulnerable forever at his nest
  • Dracul should no longer get stuck and will use Rain of Fire
  • Fixed issues with Valiths tactical retreat and demon summoning
  • Re-optimized cavalry passive
  • Re-optimized On-the-Run
  • Grognaw should no longer get stuck
  • Detection for bosses regarding 0 damage events should be fixed
  • Improved detection against magic immunity for certain ranges
  • Hylexxan should no longer get stuck
  • Fixed a bug where Hallowed was never triggering
  • Fixed a bug where red fog over valith portals wouldn’t disappear on death
  • Fixed a bug where on leaving the game Hero downed effects would linger
  • Fixed a bug where heroes killed by spell damage may not have been downed
  • Fixed an issue where some items would only check the count of the first item in the recipe for crafting (Bonesire Gauntlets)
  • Fixed an issue where Undead Cleaver couldn’t be crafted
  • Fixed a bug where Iron Battleaxe wouldn’t reduce armor
  • Fixed an issue where Acid Sprayers wouldn’t spawn for teal
  • Fixed a bug where Man the Battlements! Would trigger an upgrade level lower than intended
  • Fixed a bug where the Defensive Tacticians aura wouldn’t increase in level from upgrades
  • Fixed a bug where Iron Core Strategems would provide their effect when doubled up
  • Fixed a bug where Titanium Reinforcement was required for Man the Battlements! to trigger
  • Changed the priority of certain units so they appear first in the unit cards






2.5a4 Changelog


Content

  • Revamped Defense Mastery
  • Variety of changes to each mastery
  • New defensive functionality for each mastery

Balance

General

  • Tower range reduced to 800 from 1000

Defense
  • Tactician training time increased to 60 from 20
  • Tactician food cost increased to 5 from 2
  • Tactician lumber cost increased to 450 from 250
  • Levy Crossbowman lumber cost increased to 150 from 50
  • Survival Instincts/Dogged Fighter damage reduction reduced to 20/25/30 from 20/30/40
  • Survival Instincts/Dogged Fighter can no longer reduce damage below 10
  • Unleash Volley damage and AoE has been reduced
  • Defensive Hold health regen reduced to 3/4/5 from 5/7.5/0
  • Hold Ranks damage reduction reduced to 30/35/40% from 40/50/60%
  • Core Discipline mana percent bonus reduced to 12% per level from 20%
  • Stratagem : Indomitable health boost reduced to 15% from 20%
  • Stratagem : Annihilation attack speed boost reduced to 20% from 25%
  • Iron Core Captain (Shield) mana reduced to 2000 from 3000
  • Iron Core Captain (Shield) base damage reduced to 600 from 800
  • Iron Core Captain (Shield) mitigation from shield changed to 30/25/20% from 15/10/5%
  • Iron Core Captain (Shield) bash AoE reduced to 150 from 200
  • Iron Core Captain (Shield) base AoE reduced to 100 from 150
  • Iron Core Captain (Shield) mana regen reduced to -75 from -50
  • Iron Core Captain (Shield) damage upgrade amount reduced to 50 from 150
  • Iron Core Captain (Shield) armor reduced to 28 from 32
  • Hold the Line! Life regen reduced to 50/75/100 from 100/150/200
  • Iron Core Captain (Sword) mana reduced to 2000 from 2500
  • Iron Core Captain (Sword) mana regen reduced to -75 from -50
  • Iron Core Captain (Sword) damage upgrade amount reduced to 50 from 200
  • Iron Core Captain (Sword) Breaker attack speed decay rate increased slightly
  • Iron Core Pikeman Impale can no longer hit more than one target
  • Man the Battlements! Attack speed bonus reduced to 10% per level from 25%
  • Titanium Plating reduced all damage by 10% from 30%
  • Titanium Plating health increase reduced to 10% per level from 15%
  • Iron Core Garrison attack range reduced to 800 from 1200

Dark Crusade
  • Greylight Aura efficiency decreased to 50/45/40% from 50/35/20%
  • Greylight Champion attack speed reduced to 1.8 from 1.3
  • Greylight Champion damage reduced to 1500 from 1800
  • Greylight Champion upgrade bonus reduced to 150 from 250
  • Greylight Champion mana per upgrade decreased to 10% from 20%
  • Greylight Champion mana reduced to 1200 from 1500
  • Cyrus’ Blade now costs 200 Blessing mana from 100

Border Guard
  • Ranger attack speed reduced to 1.8 from 1.4
  • Multishot damage reduced to 300/350/400 from 300/400/500
  • Marshal Tactics bonus damage reduced to 10/15/20% from 30/35/40%
  • Rallying Cry damage bonus reduced to 30/35/40% from 30/40/60%

Paladin
  • Safeguard healing per second reduced to 30/40/50 from 100/150/200
  • Safeguard armor reduced to 10/12/14 from 10/15/20
  • Bishop health reduced to 1400 from 1800
  • Bishop mana reduced to 2000 from 4000
  • Bishop mana regen reduced to 3 from 5
  • Solace mana regen reduced to 20/25/30 from 30/40/50
  • Hallowed Bells and Bishop fear AoE reduced to 200 from 300
  • Restoration mana cost reduced to 100 from 150
  • Reduce Warrus’ Blessing armor bonus to 6/8/10 from 5/10/15

Palonian
  • Fire Mage base damage reduced to 200 from 250
  • Fire Mage upgrade amount reduced to 20 from 25
  • Fire Blast radius decreased to 200/150/100 from 250/150/100
  • Fire Blast damage bonus reduced to 100/125/150 from 150/200/250
  • Black Inception damage over time base damage reduced to 50/75/100 from 100/150/200

Rapid Response
  • Sharpshooter damage reduced to 200 from 250
  • Incendiary Bolts damage reduced to 200/250/300 from 300/400/500
  • Incendiary Bolts AoE factor reduced to 1.0/0.5/0.2 from 1.0/0.7/0.4
  • Arrow Trap no longer shoots faster from upgrades
  • Arrow Trap armor reduced to 2 from 8
  • Stun Trap armor reduced to 8 from 16
  • Stun Trap attack speed reduced to 5 from 3

Undead
  • Bosses will now spawn faster initially on higher difficulties
  • Undead will now individually have their damage scaled from difficulty, rather than a blanket of 10 for lesser and 20 for greater
  • Lesser undead will now gain 200 health per difficulty level from 130
  • Minibosses will now get 20% bonus health from 1500 per difficulty
  • Greater Undead will now gain 10% max health per difficulty from 260
  • Zombie health increased to 1400 from 1150
  • Zombie defense increased to 6 from 2
  • Zombie damage increased to 100 from 80
  • Acid Sprayer range increased to 1200 from 800
  • Acid Sprayer health increased to 800 from 630
  • Corrupted Ranger damage increased to 80 from 52
  • Human Tracker health increased to 3000 from 1230
  • Human Tracker armor increased to 8 from 0
  • Infected Human damage increased to 80 from 64
  • Infected Human defense increased to 6 from 0
  • Infected Human defense per difficulty increased to 2 from 1
  • Swarming creature armor increased to 4 from 0
  • Swarming Creature damage increased to 100 from 41
  • Undead Warrior defense increased to 8 from 5
  • Undead Warrior damage increased to 150 from 100
  • Mutated Zombie changed to 3 food from 2
  • Mutated Zombie health increased to 3000 from 1700
  • Mutated zombie armor increased to 10 from 6
  • Mutated Zombie can now bash
  • Risen Rider health increased to 1800 from 1600
  • Spectre food cost increased to 3 from 2
  • Spectre health increased to 2800 from 2400
  • Blood Crazed Zombie level increased to 5 from 2
  • Gave Blood Crazed Zombie a Frenzy ability
  • Corpse Knight health increased to 3200 from 2750
  • Tormented Soul range increase to 700 from 550
  • Burning Soul range increased to 700 from 550
  • Undead Mage food cost reduced to 3 from 4
  • Undead Mage health increased to 800 from 650
  • Hatespark mana cost reduced to 15 from 30
  • Death Knight food cost increased to 5 from 4
  • Death knight health increased to 4200 from 3650
  • Gut Wrencher food cost increased to 5 from 3
  • Gut Wrencher base health increased to 3000 from 2300
  • Gut Wrencher will now get a basic “Acid Bomb” type ability
  • Diseased Horror food cost increased to 4 from 3
  • Diseased Horror health increased to 4500 from 3120
  • Diseased Horror damage increased to 240 from 165
  • Diseased Horror attack type changed to normal from siege
  • Feral Monstrosity food cost increased to 4 from 3
  • Night Stalker damage reduced to 300 from 450
  • Night Stalker health reduced to 6500 from 9350
  • Insectoid Broodlord base health and armor increased
  • Insectoid Broodlord base damage increased
  • Insectoid egg maturity time reduced at the lower end

Bugs/QoL/Performance
  • Fixed a bug where Spellguard would always be level 1 on mage guard
  • Fixed a bug where Defensive Hold could effect structures
  • Fixed a bug where units Unleashing Volley would continue even if the target was dead
  • Fixed a bug where Trebuchet foundation would rotate with the model
  • Fixed a bug where Berdrix would not have a horse
  • Fixed a bug where Plagued Monstrosity would not spawn insectoids
  • Fixed a bug where Cocoons would not form from Dischargers and Drones
  • Reduced possible drone count significantly
  • Fixed issues where Armor penetration wasn’t working properly










2.36b1

2.36b1 Changelog​

Content

Undead

  • Gethis has been given additional mechanics, altered cooldowns, and a revised AI
  • Added a new sewer undead variant

Balance

General

  • When players leave, they will now split resources and effect spawnrate before the game starts, while their units will be removed

Heroes
  • Many single target abilities can now target structures
  • Most hero AoE abilities can now target air units and structures
  • Indanith “Wrath of the Border Guard” changed name to “Fire Flurry”
  • Fire Flurry damage increased to 500/600/700/800 from 150/200/250/300
  • Fire Flurry range decreased to 500 from 1000
  • Fire Flurry max targets of 20 added
  • Aimed Shot damage increased to 800/1200/1600/2000 from 500/600/700/800

Dark Crusade
  • Banisher health increased to 1400 from 1045
  • Arcessitor health increased to 1200 from 890
  • Arcessitor food cost reduced to 3 from 4

Border Guard
  • Ranger defense increased to 5 from 2

Paladin
  • Squire - Whiteblade - Healing reduced to 50/75 from 100/150. Mana cost increased to 20 from 15

Palonian
  • Fire Mage health increased to 1250 from 1150
  • Fire Mage armor increased to 5 from 0
  • Fire Mage armor type changed to Medium from unarmored
  • Fire Blade damage bonus increased to 20/25/30% from 10/15/20%
  • Fire Blade duration reduced to 30 seconds from 60 seconds.
  • Frost Mage health increased to 1350 from 950
  • Frost Mage armor increased to 4/6/8 from 4/5/6
  • Frost Armor bonus armor increased to 8 from 4
  • Arcane Mage health increased to 1000 from 750
  • Arcane Mage armor increased to 4 from 2
  • Councilor armor increased to 8 from 5

Rapid Response
  • Sharpshooter health increased to 1500 from 1300
  • Sharpshooter armor increased to 7 from 5

Undead
  • Sewers now have a reduced spawn, especially when left open for too long
  • Sewers can no longer spawn plagued monstrosities
  • Plagueling AoE death damage reduced to 150/300 from 150/500
  • Collossus Garg will now spawn always on worst nightmare or later

Bosses
  • Gethis Death and Decay can no longer target objectives
  • Increased Rain of Fire cast time between waves for Valith and Enforcer to 1.5/2.0 seconds from 1
  • Reduced the number of waves in Valiths rain of fire to 3 from 6

Items
  • Pendant of Palonia effect changed to “Resets the Cooldown of last cast ability”
  • Pendant of Palonia will now grant 20% Cooldown Reduction and Spellpower
  • Harvesting Staff base spellpower reduced to 30% from 50%
  • Harvesting Staff will now decay souls in it’s boosted form slower
  • Spellflow Robes will now grant +2 Mana Regen
  • Magister Robes now grant 20% spellpower from 10%
  • Greylight Fullplate now grants +3 mana regen from +2
  • Greylight Fullplate properly increases health and mana according to tooltip
  • Soulblight Staff now has an ability which will restore mana and shield the hero
  • Fixed an issue where Undead Cleaver required 2 marrowpearls
  • Iron Battleaxe damage increased to 400 from 250
  • Undead Reaper damage increased to 150 from 50, now grants 10% attack speed
  • Undead Cleaver damage increased to 300 from 100, now grants 25% attack speed


Bugs/QoL/Performance
  • Fixed a variety of bugs involved with Gethis, such as not rebuilding his nest, having a lot of downtime, running excessively







2.36

2.36 Changelog​

Content​


Undead
  • Added Grognaw Boss
  • Added Gethis Boss
  • Added the Plagueling and Corpse Artillery undead
  • Sewers will now spawn undead differently and are no longer pre timed

Items
  • Added Grognaw’s Puncturer
  • Added Tormented Souls
  • Added a market by the church

Environment
  • Changed Terrain around the map

Balance

General

  • Heroic attack type now does 75% reduced damage to structures from 50%

Border Guard
  • Swordmaster - Veterancy scaling decreased to 3% from 5%
  • Ranger - Veterancy scaling increased to 3% from 2%

Paladin
  • Inquisitor - Judgement of The Inquisitor - Range Increased to 200/250 from 200/200
  • Defender - Whiteburn Shield - Damage increased to 100/150 from 75/125. Damage reduction reduced to 70/75% from 80/90%
  • Squire - Whiteblade - Healing reduced to 50/100 from 100/150
  • Squires Remembrance
    • Hit points increased to 4200 from 2500
    • Damage increased to 312 from 152
    • On death heal increased to 1000 from 500
    • Range increased to 500 from 300
    • Defense increase to 10 from 5
  • Defender’s Remembrance
    • Hit points increased to 6200 from 4000
    • Armor increased to 12 from 5
    • Range increased to 800 from 300
    • Damage increased to 500 from 250
  • Battle Chaplain Remembrance
    • Can cast 8 healing waves from 4 before disappearing
  • Judicators Remembrance
    • Max health increased to 12200 from 9500

Palonian
  • Fire Mage
    • Base damage increased to 250 from 200
    • Fire Blast - Damage bonus increased to 150/200/250 from 100/125/150
    • Fire Blast - AoE factor increased to 0.4/0.7 from 0.2/0.4
    • Fire Blast - AoE increased to 250 from 200

Minibosses
  • Collossus Garg’s now gain 4 armor per difficulty level from 2

Bosses
  • Infernal Gateway health increased to 15000 from 8000
  • Hylexxan can now be damaged while the hitbox for Unleash Torment is active
  • Dracul’s Attack Damage has been increased to 700 from 500
  • Dracul Armor reduction while stunned reduced to -10 from -20
  • Bone Lich attack speed increased to 1.5 from 2.0
  • Bone Guard silence radius increased to 100 from 50
  • Bone Guard silence duration increased to 2.0/3.0 from 1.0/2.0

Items
  • Bosses will now drop slightly more crafting materials on average
  • Minibosses will now only have a chance to drop boss materials
  • Captains Helm healing amount reduced to 1500 from 2000
  • Captains Helm duration reduced to 10 seconds from 20 seconds
  • Captains Helm radius reduced to 400 from 600
  • Royal Shield of the East damage reduction reduced to 30% from 50%
  • Tome of Divinity mana cost increased to 300 from 200
  • Tome of Divinity cooldown increased to 120 from 90
  • Thorium Mage blade will now grant 15% attack speed
  • Mage Court Spellblade now grants 25% Attack speed and 20% cooldown reduction
  • Spellflow Robes cooldown reduction decreased to 30% from 50%

Other
  • Undead graveyard spawns will now be combined with the southeastern pass; this area will be pooled with the other side attacks

Bugs/QoL/Performance
  • Fixed locations where pathing would exist causing inaccessible spawns for Bone Lich and Hylexxan
  • Fixed various other bugs, such as decaying movement speed, lingering dummies, etc




2.35a8 Changelog​

Content​

Items
  • Added a new Staff recipe to the Palonian vendor
  • Added a Dark Crusade and Defense mastery shop to the map


Balance

General

  • Increased Archer Tower health to 2500 from 1500
  • Archer tower upgrades now give 25 damage from 10

Ranger General
  • Reduced White Arrow mana cost to 15/15 from 30/40
  • Reduced Aimed Shot mana cost to 50 from 75

Border Guard
  • Swordmaster Circle Cut AoE increased to 250 from 200
  • Swordmasters will now scale with 5% veterancy instead of 2%
  • Swordmaster base armor increased to 15 from 12
  • Veteran base damage increased to 285 from 265

Dark Crusade
  • Reduced Greylight Spire lumber cost to 100 from 300
  • Reduced Greylight Spire Gold Cost to 100 from 150
  • Reduced Greylight Spire build time to 20 from 35
  • Increased Blackburning Rage cast range to 500 from 300
  • Increased Zealot damage to 150 from 125
  • Increased Zealot armor to 12 from 10
  • Increased Zealot health to 1800 from 1600
  • Litany of Resolution will now grant health

Paladin
  • Squire gold cost reduced to 150 from 225
  • Squire armor increased to 15 from 12
  • Veracity Defender gold cost reduced to 200 from 300
  • Veracity Defender Lumber cost reduced to 75 from 150
  • Veracity Defender armor increased to 20 from 15
  • Veracity Defender damage increased to 300 from 250
  • Inquisitor gold cost reduced to 400 from 500
  • Inquisitor hit points increased to 3150 from 2450
  • Inquisitor damage increased to 325 from 275
  • Inquisitor mana pool increased to 500 from 350
  • Paladin armor increased to 14 from 10
  • Paladin mana pool increased to 1200 from 700
  • Judicator mana regen increased to 3 from 2
  • Judicator mana maximum increased to 1000 from 400
  • Judicator damage increased to 675 from 375
  • Judicator Holy Lance can now be used on Bosses
  • Judicator’s Remembrance damage increased to 1000 from 500
  • Battle Chaplain health increased to 1050 from 525
  • Battle Chaplain mana max increased to 750 from 300
  • Battle Chaplain damage increased to 120 from 65

Palonian
  • Arcane Mage food cost reduced to 2 from 3
  • Fire Mage gold cost reduced to 300 from 400
  • Fire Mage lumber cost reduced to 100 from 200
  • Fire Mage base damage increased to 200 from 140
  • Frost Mage gold cost reduced to 250 from 325
  • Frost Mage lumber cost reduced to 100 from 150

Defense
  • Royal Guardsman gold cost reduced to 150 from 240
  • Royal Guardsman damage increased to 150 from 135

Rapid Response
  • Roundsman Ensare mana cost increased to 50 from 25
  • Roundsman Ensnare duration on heroes decreased to 2 from 7/6/5
  • Stormrider health increased to 2900 from 2600
  • Stormrider damage increased to 230 from 190
  • Destroyer damage increased to 525 from 425
  • Champion health increased to 3600 from 2950

Minibosses
  • Removed Critical Strike from Risen Reynold and Barristan

Bosses
  • Black Riders no longer have resistant skin
  • Black Rider upgrade damage amount reduced to 25 from 50
  • Dracul Immolation radius decreased to 200 from 225
  • Dracul Portal immolation radius decreased to 100 from 150
  • Dracul Infernal immolation radius decreased to 150 from 220
  • Bone Guard silence radius decreased to 50 from 200
  • Bone Guard silence duration reduced to 1.0/2.0 from 2.0/5.0
  • Reduced Bone Lich regeneration rate to 0.5% per second from 2%
  • Reduced Hylexxan regeneration rate to 0.5% per second from 1%

Items
  • Field Marshall’s Helm aura will now effect the hero as well
  • Dracul’s Worldbreaker attack speed reduction changed to -75% from -100%
  • Hylexxan’s Corpsemaker attack speed reduction changed to -50% from -75%
  • Soulblight Staff mana cost reduced to 25% from 100%
  • Pendant of Palonia mana cost reduced to 50% from 200%
  • Harvesting Staff base/floor spellpower increased to 30% from 25%
  • Harvesting Staff will now heal the caster on kills
  • Skeletal Vestments mana regeneration increased to 5 from 2
  • Reduced Item mana costs across the board
  • Increased Battle Mage Amulet stat bonuses to 50 str+Int from 20
  • Battle Mage Amulet now requires a Hellscorched Remnant as opposed to a Mage Court Lockbox
  • Increased Captain Helm cooldown to 45 seconds from 30 seconds
  • Soulforged Armor reduction increased to 30% from 20%
  • Soulforged Armor mana gain reduced to 10% from 20% of hit
  • Eye of Terror stat bonus increased to +50 all from +25 all

Other
  • The Elderwood Tree will now have a different and more clear splash attack


Bugs/QoL/Performance

  • Fixed the Darklight Cleave ability
  • Fixed the Darklight Cleaver item
  • Darklight Staff will now properly assign the stats listed
  • Field Marshall helm will no longer effect enemies
  • Fixed a few tooltips
  • The bear will now only spawn from cubs in her den dying
  • Dark Crusade workers will now turn on death
  • Added a hotkey for Reinforcing towns
  • Fixed Bonesire Gauntlets incorrect crafting recipe
  • Fixed a bug where Tome of Divinity was causing damage from buffed units to be 0 (lol)
  • Various performance fixes/adjustments courtesy of Talemba/Umbra





Balance

Igrathil

  • Igrathil attack speed decreased to 2 from 1
  • Skeletal Boneguard armor decreased to 20 from 35
  • Skeletal Warrior armor decreased to 20 from 35
  • Skeletal Warrior armor upgrade bonus decreased to 2 from 5
Other
  • The Elderwood Tree will now have a different and more clear splash attack
Bugs/QoL
  • Fixed a bug where Bone Storm would move at half the intended speed
  • Slightly increased event radius detection for structures
  • Greylight Catalyst will now benefit from upgrades, tooltip will now reflect actual damage output
  • Fixed the Whiteblade tooltip to properly show the new healing values





2.35a5 Changelog​

Content​

  • Added a new captain for the Palonian strike group and a raised equivalent miniboss

Balance

Dark Crusade

  • Increased Dark Crusader armor to 22 from 20
  • Increased Dark Berserker armor to 20 from 18

Paladin
  • Increased Veracity Defender armor to 20 from 15
  • Increased Squire Whiteblade healing to 100/150 from 25/50
  • Rite : Magic Ward reduction increased to 20/30/40% reduction from 20/25/30%

Minibosses
  • Increased miniboss lethality and loot tables

Hylexxan
  • Hylexxan base melee damage decreased to 600 from 1200
  • Hylexxan difficulty adjustment melee damage decreased to 150 from 275 per level

Valith
  • Increased Infernal Gateway health to 8000 from 6000
  • Infernal Gateways will now drop an Infernal Essence

Dracul
  • Infernal armor type changed to Heavy from Fortified
  • Infernal duration decreased to 60 from 360 seconds
  • Dracul downtime when reduced to 0 mana increased to 30 seconds from 10 seconds
  • Dracul armor reduction when downed increased to -20 from -10

Items
  • Improved the droprate of certain items
  • Altered the loot table of the small mountain palonian camp

Bugs/QoL
  • Fixed a bug where Allied Defenders would never attack the Hive Mind
  • Reduced Bone Lich bone storm period to trigger 5 times a second from 10
  • The Infernal Gateway will now properly gain stats from difficulty
  • Fixed a bug where certain stackable items no longer stacked automatically
  • Fixed a bug where Demonic Ripper would require a marrowpearl instead of Ironblood Ore
  • Fixed a bug where Level 3 of Rite : Magic Ward didn’t have a hotkey
  • Fixed a bug where “Drop Dagger” would appear on interacting with a dagger item
  • You can now attack unimportant units owned by brown





  • Undead spawn count now will be based off of player count, spawnrate will be adjusted by player count and added to from difficulty
  • Nerfed Dracul healing, minion damage, health, portal strength, damage
  • Nerfed Valith portal health by around 50%. Further nerfed Valith damage, health, portal health was based off Hive Mind increases making them WAY too tanky
  • Nerfed Bone lich skeleton ranged damage by about 50% and reduced Igrathil damage
  • Limited bone lich skeletons to 30
  • A few bugfixes scattered around




2.35 Changelog​

Content​

  • Revamped itemization system. New merchants, vendor recipes, crafting items, drops, and more.
  • Demon Lord Valith, Overlord Dracul, Bone Lich Igrathil, and Hylexxan have been revamped
  • Grognaw and Gethis have been temporarily taken out until reworked properly

Balance
  • Increased the collision size of the Trebuchet, Leyline, and Logistic Depot
  • Changed the Logistic Depot armor type to Small from Fortified
  • Changed the Triage Center armor type to Small from Fortified
  • Changed the Leyline armor type to Large from Fortified
  • The defense bonus per Agility point has been reduced to 0.033 from .1
  • Nathan the Shadow Critical strike changed to 15/20/25/30% chance from 15/20/25/25
  • Nathan the Shadow Critical strike changed to 1.75/2.0/2.25/2.5x damage from 2.0/2.5/3.0/3.5
  • Nathan the Shadow Bladed Cloak armor bonus changed to 4/6 from 10/15
  • John the Swift Inner Fire changed to 2x damage from 3x damage


Bugs/QoL

  • Fixed some defense mastery abilities and upgrades
  • Fixed a bug where Field Marshal was receiving double stats from Veterancy
  • Removed the excessive healing effects from the Logistic Depot/Triage Tent




2.32b2 ChangelogContent
  • Added a few new challenges for undead
Balance
  • Amplify magic damage increase reduced to 20% from 50%
  • Frost Nova single target damage decreased to 150/200/250 from 200/300/400
  • Frost Nova duration decreased to 6 from 15
  • Ether Recycle mana restored decreased to 30/40/50 from 50/65/80
  • Guard Caste training now provides a flat 100 health instead of 10% max

  • Darklight Cleave damage reduced to 200/250/300 from 300/400/500
  • Shadowstorm Leap damage decreased to 400/500/600 from 600/800/1000
  • Shadowstorm Leap execute damage rate decreased vs bosses
  • Vengeance of the West damage reduced to 60/70/80 from 100/130/160
  • Cavalry First strike bonus decreased to 180/195/210/225 from 175/200/225/250

  • Certain stuns will no longer effect bosses

  • Added Broken Blowing Horn to the loot tables
Bugs/QoL
  • Fixed some defense mastery abilities and upgrades
2.32b3 Changelog
  • Palonian Councilor food cost reduced to 5 from 7
  • Loot table fixes
  • Minor description fix





Balance
  • Arcane Mage food cost increased to 3 from 2
  • Ether Recycle mana restore changed to 50/65/80 from 50/75/100
  • Ether Recycle damage changed to 200/225/250 from 200/250/300
  • Mana Shield reduction changed to 1.5/2.0/2.5 from 2.0/2.5/3.0
  • Councilor food cost increased to 7 from 4
  • Arcane Incineration damage changed to 100/125/150 from 100/150/200
  • Arcane Incineration secondary damage changed to 50/65/80 from 50/75/100
  • Arcane Incineration area reduced to 200 from 250
  • Summon Golems amount reduced to 1/2/3 from 2/3/4
  • Palonian Frostmage food cost increased to 3 from 2
  • Palonian Frostmage damage increased to 92 from 75
  • Frost Nova cast range increased to 1000 from 800
  • Arcane Slash damage reduced to 150/175/200 from 150/200/250
  • Spellguard Shield damage reduction reduced to 10/15/20% from 20/25/30
  • Mass Teleport cooldown increased to 40 from 20 seconds

  • Champion food cost increased to 6 from 5
  • Champion gold cost increased to 525/300 from 425/150
  • Decreased Border Guard Legendary Veterancy scaling
  • Increased Border Guard Veteran base damage to 265 from 218
  • Circle Cut mana cost reduced to 15 from 30

  • Vengeance of the West damage changed to 100/130/160 from 50/65/80
  • Vengeance of the West missile rate changed to 0.2 from 0.1
  • Cyrus’ Vengeance damage decreased to 200/250/300 from 200/300/400
  • Dark Crusader food cost changed to 9 from 8
  • Dark Berserker food cost changed to 8 from 7
  • Banisher food cost increased to 4 from 3

  • Paladin armor type changed to Medium from Large
  • Paladin armor reduced to 10 from 12
  • Inquisitor cost changed to 500/250 from 600/300
  • Bulwark of Faith mana regeneration changed to 10/15 from 15/30
  • Bulwark of Faith will now also affect the Judicator
  • Holy Lance cast time changed to 2 seconds from 5 seconds
  • Holy Lance can no longer target bosses
  • Rite : Magic Ward magic resistance changed to 20/25/30 from 35/60
  • Holy Spire cost changed to 200/300 from 400/600

  • Changed the collision on various structures to prevent them from being stacked so easily

  • The Broodlord and Insect nest have gotten adjustments to spawning
  • Seperated the spawn rate from the spawn timing on difficulty levels
  • Added a final stat raise for Hell/God Mode difficulty
  • Buffed various undead character minibosses
Bugs/QoL
  • Fixed Ebb and Flow tooltip
  • Iron Core Plate is now functioning properly
  • Fixed a bug where difficulty selection would always go to the hardest







Attack.jpg


Arrows.jpg


Calvary.jpg


EPIC1.jpg


EPIC2.jpg


Warren.jpg






LOADING SCREEN BY FORGE-T on Deviantart.com

Human Archer
Plated Footman
Footman Revised
Cloaked Warrior
By HappyTauren

Longbowman
Footman Calvary
by wingednosering

Blood Elf Pheonix Archer
Blood Elven Warrior
Blood Elf Champion
Blood Elven Paladin
Blood Elf Hero Swordmaster
Blood Elf Guard
by General Frank

Blood Elf Swordsman
Blood Elven Arch Cleric
By Elenai

Bloody Zombie
by Anachron

Abomination
By horusrogue

Stable
by Mechanical Man

MountainGiant.blp
By halo

castle wall system
by xXm0RpH3usXx

stonehousekit
by xXm0RpH3usXx, chriz. and shadow1500

Footman
By levigeorge1617

Holy Spiral
by Daelin

Knight Unmounted
By Mephestrial

ShadowBindTarget
By shamanyouranus

HeroDeathKnight
By Alastor

IceNova
By DonDustin

Bandit Mage on Foot
Arthas' Riderless Horse
By Dan van Ohllus

Encampment
by Kitabatake

Footman Garithos
by Armel

Greek/Roman Temple
Wizard's Tower
By Mr. Bob

Holy Smite
By Tranquil

WC2 Church
By Ket

BTNslash
by Kelthuzad

BTNFiresword
by kola

BTNInnerMight
by The_Silent

BTNFireSwordIcon
by Forgotten_Warlord

BTNFireShield
by Mc !

BTNHuntressHelmet2
BTNNEHelmet
BTNDagger
BTNBloodDagger
by NFWar

BTNGlaciersEdge
by -BerZeKeR-

BTNTuskarr3
by Mr.Goblin

BTNSympozium
FelStalker.blp
by l0w_kwaliti

BTNArmorUPG3
by SkriK

Chaos Warrior
by Horn

Crossbowman
by Sew

Death Guard
by CloudWolf

IronOre
by Ergius


Summary:

The Plague 1: The East is the Prequel to the Plague 1. It is a hybrid Offense/Defense game involving intense combat between your forces and the forces of the Undead. The objective of the game is to destroy the Hive Mind of the Undead, located at the top left corner of the map. On the contrary, your king is located at the southern capital of Ironstead. If your king is killed, you will be defeated.

It is one year after the initial infection, and the West lies in ruins. The survivors of the plague flee to the east, hoping to find refuge behind it's borders. The eastern nation still stands tall, although its king, Theseus Glacus, has only recently been notified of the impending undead invasion. He sends out messengers to all guilds and nations, desperately crying out for help. The undead are rapidly mutating to become smarter, faster, and stronger. Massive hideous creatures are beginning to appear wreaking havoc on the armies of humanity.

All while this is happening, the Palonians, a race of magic users that have long neighbored the east, has put aside its differences with the humans and has allies the east. Past tensions between humans and palonians have always been a wall between an alliance, but since the undead have appeared, the two have finally joined forces.



This game contains 6 races overall, and 2 paths. At the start of the game you must choose 1 out of 2 paths, either East or west. There are 3 Masteries per Path.

The Eastern Nation is currently the largest organized human civilization still standing, if not the only one. It's armies consist of large numbers of well trained soldiers. Choose this if you want to spread out across the battlefield while still maintaining strength.

Once a shunned nation, the Palonians are a group of powerful spellcasters. They can unleash massive damage from a range AND in close combat. A well rounded race, good for beginners.

palonians.jpg




Defense Mastery is pretty self explanatory. The powerful structure upgrades make your bases resilient, and the units are all adept at holding the line. Choose this if you want to defend your cities.

defenseMaster.jpg




Rapid response mastery is the perfect fast attack race. All of its units are fast moving, and you are given the unique ability of mounting up some units. Although hard to play at some times, use this mastery if you want to traverse the map to get to positions quickly.

Rapidresponse.jpg






The remnants of the Western Nation are a shaken but still proud people. The infection started inside of the west, so the west was hit hard. Choose this path if you want powerful elite veteran units.

The elite Border Guard have once again come to defend humanity. Although their numbers are limited, the Border Guard can easily defend or attack any position. Choose this mastery if you want overall powerful units that can excel in any situation.

BorderGuard.jpg




The offense mastery excels at dealing damage and killing undead before they can kill you. Although hard to play, at some times the offensive players can be pivotal to success or failure. Choose this if you want to kill the Hive mind fast, but beware of their weak defense.

offenseMastery-1.jpg




The paladins of the west have been long revered as the defenders of the weak. This mastery is extremely useful for its massive healing, and not to mention its powerful Inquisitors. Choose Paladin Mastery if you want to support other defenders.

paladins.jpg








There are 6 levels of difficulty in the Plague 1: the east, all of which can be chosen at the start of the game.

EASY This Difficulty is chosen by typing nothing.

MEDIUM Type -medium at the start of the game

HARD Type -hard at the start of the game

NIGHTMARE Type -Nightmare at the start of the game. This difficulty is where it gets really hard. I've beaten this once.

WORST NIGHTMARE Type -Worst Nightmare at the start of the game. Choose this if you want an EXTREME challenge. I haven't beat this yet, if you beat it, please tell.

HELL Type -hell at the start of the game. Beat this, your a god. Tell me PLEASE if you beat this.



In this game, there are several towns that may be taken by undead. Losing a town is overall a terrible blow against you. Towns give money periodically to all players, and when taken the towns will spawn unique and powerful undead units. Retake the town by destroying the necropolis that spawns once the town is lost.


Scattered throughout the towns are sewers. Shortly after the invasion begins, Sewer Dwelling zombies will spawn periodically at sewers. If you do not defend the sewers, it is more than likely that the town will be taken over.
There is also a graveyard which will spawn undead. You must hold this as well.


On the edges of the map there are roads leading out to other nations. After a period of time after the initial undead attacks, they will spawn large undead armies periodically. It is essential to victory for you to hold these towns.


Bosses will spawn after some time. These powerful undead units are able to wreak havoc among all humans, and it is pivotal that you destroy bosses as soon as possible. Bosses also drop valuable loot that can turn your heroes into powerful defenders.







It has been a while, and I apologize for leaving any of those who wanted an update sooner in the dark, but I had some serious personal issues that came up that required me to delay Warcraft 3 map making indefinitely.

The update isn't nearly as large as I said it would be, but it still is the biggest update yet.

Once again I am sorry for not keeping up with my responsibilities.

Expect this to be the last update.


CONTENT

-Added Zealot to Paladin mastery
-Added Defensive Spearman to Defense Mastery
-Added Offensive Maceman to Offense Mastery
-Added Border Guard Captain to Border Guard Mastery
-Added Palonian Councilor to Palonian Mastery
-Rapid Response Masteryalready has a plethora of units, so I didn't see a purpose in
adding another

-Added Beacon building to Rapid Response Mastery
-Added Watch Tower building to Border Guard Mastery
-Added Holy Spire to Paladin Mastery
-Added Forward Barrack to Offense Mastery
-Added Leyline to Palonian Mastery
-Defense Mastery already has their racial building, so they did not get one

-Added 2 new bosses with new items

-Added many new skills for units

BALANCE CHANGES

-Completely redid damage tables for a more clear view of counters
-All heroes are now roughly twice as powerful in early levels
-There are no longer farms. Food is provided from towns, and the food limit is 60
-Heroes can now use up to 3 rare or higher items
-Many units have had their damage/health/armor changed
-Bosses now come quicker
-Demon Lord Valith now has a new ability
-Single Target spells such as invoke flames have been nearly doubled in power.
-I'm sure I've done more, but I don't have the memory to list them

BUG FIX

-Finally fixed Berdrix's ult
-The Palonian Strike force now actually attacks the hive mind











-Streamlined hero hotkeys to 'qwer'
-Increased the stat gain on Halithen's ultimate to 20/30
-Changed the hard cap system in place for many units







-Added a survival game type







-Added a bunch of new random items
-Added A new "God Mode" Difficulty
-Added abilities to the Palonian Mage and Apprentice
-Buffed the Offensive mastery overall
-Changed around an event so that it is more balanced
-Buffed Heavy Axemen
-The Defensive Tactician now can be made at Tier 2, he is also more powerful







-Increased the size of walls around the capital
-Added new random item drops.. including one that is a MUST see. Keep farming.. when it drops you'll know!







-Hotfixed Item drops
-Added Reinforcements in towns
-Added rare undead
-Added tower upgrades for defense mastery








-Hotfixed all scaling abilities (Anguish, Invoke Flames, Lance, etc.)
-Added a rare, epic, and an artifact to random drops. Keep farming!






-2 New heroes, 1 for the east, and 1 for the west
-Changes in balance for many masteries and races
-A new boss for the undead
-Randomized loot from undead
-Several Bug fixes.
-Increased the food limit to 60





Release Edition





There may not be any more versions, but if I plan on adding more it will go here.







I hardly play Warcraft 3 anymore, but in the rare case that I am online, message Cazeoj on Azeroth (US East).







Keywords:
Cazeoj,Plague,Zombies,East,Epic,Fun,Undead,Defense,Offense,Humans,Game,Zombie Game,War
Contents

Plague 1: The East2.5a6 (Map)

Reviews
20:56, 13th Aug 2010 ap0calypse: Approved
When i play the East, and use the Quick response mastery, it wont allow me to make the Armored war horse, it requires an update that isnt avalible. Am i missing something or is that a mistake?
 
Wow, I love the mass war defense game like this, I played alone with easy mode and I hold as long as I can until army of inquistor come and destroy the hive then I win :razz:
Is that should be? Anyway It's Good map gj.
 
One easy?

Yes, easy is meant for solo play.

Thanks by the way.

yes i play solo, but its kinda hard because of the population limit. btw do you keep update this map? in the western alliance, hero berdrix the sanctifier, his ultimate, barrage of light, doesnt cause any damage but ministun, fix that please
 
Hey, if you stopped updating this map I'd love to improve upon it, make it less laggy/buggy, add some things, etc
Just a thought!

I am currently in the process of fixing all lag and bugs, what few there are. Most of it is WC3 engine problems.

I am also adding several new units, bosses, mechanics, and events.

I happen to be a lore nazi, so adding things would make me angry. >:o
 
Hah, I understand
My friends and I (if they ever log on) will be happy to play your map a few times
Since we all like it because of the massive amounts of units and how its done.

It'd be nice if -survival still created the bosses and had them attack players, and all the units would still attack everywhere. Just a thought
Good luck with updating!
 
Hah, I understand
My friends and I (if they ever log on) will be happy to play your map a few times
Since we all like it because of the massive amounts of units and how its done.

It'd be nice if -survival still created the bosses and had them attack players, and all the units would still attack everywhere. Just a thought
Good luck with updating!

Then I'm happy to tell you survival has been updated to have the bosses attack players as well, along with the other undead armies.
 
The most epic zombie map I've ever played, it saddens me that almost no one hosts this OR plays this anymore D=
But, why is your Clan Channel restricted??

On US east clan PW is far from dead, and the channel is not restricted >.>.
I have recently just started it back up, it is very strong.

Go to channel clan PW.

Additionally, a game of P1 East is almost always being hosted.

Add Moribot to your friends list, and join his game!

and Add me as a friend, the name is Cazeoj.
 
is this map still in development? i really hope it is i really love this map =)

and in earlier posts i seen someone talking about recapturing towns and automatically getting troops there to defend it.. i really like the idea and think it should be added.. also with the heros, can u increase the level of the heros? instead of level 15 make it 20 or 25? and dumb down there stat increases or just slow leveling like someone else said.. =) Thank you for making this map.
 
This map would be perfect if ONLY IT DIDN'T LAG SOOO MUCH! :goblin_cry:

Lag is being fixed next patch. Blight is a pain.


is this map still in development? i really hope it is i really love this map =)

and in earlier posts i seen someone talking about recapturing towns and automatically getting troops there to defend it.. i really like the idea and think it should be added.. also with the heros, can u increase the level of the heros? instead of level 15 make it 20 or 25? and dumb down there stat increases or just slow leveling like someone else said.. =) Thank you for making this map.

Yes. Yes it is in development. The hero cap will be 20, and I will be adding lots of events.
 
Awesome! The game offers nice challenges with numbers of players, masteries and difficulty levels, but it's sad as finding good mates in garena is getting harder. Some months ago I could have arranged some players for some nice games. I'd love to beat Plague East on worst nightmare or hell difficulty with some friends, on the edge of play.
By the way, the hotkey for heavily armored aXeman unit from defense mastery doesn't work! :D

edit: lots of posts say that rushing is easy, but imo with these difficulty levels, rush should probably fail leading to an interesting play. obs i didnt try soloing hard, but i soloed medium lvl.
 
Awesome! The game offers nice challenges with numbers of players, masteries and difficulty levels, but it's sad as finding good mates in garena is getting harder. Some months ago I could have arranged some players for some nice games. I'd love to beat Plague East on worst nightmare or hell difficulty with some friends, on the edge of play.
By the way, the hotkey for heavily armored aXeman unit from defense mastery doesn't work! :D

edit: lots of posts say that rushing is easy, but imo with these difficulty levels, rush should probably fail leading to an interesting play. obs i didnt try soloing hard, but i soloed medium lvl.

Indeed, rushing is not the way I intended the game to be played.

Next patch rushing is made a lot tougher.

Thanks for the support! Also, thanks for the hotkey, I didn't notice that.

And if you do manage to win on Worst Nightmare or Hell send me a replay, I've yet to witness that >.>
 
really good map i love the way of how hard can it be sometimes 5/5 but i found out by an accident that its not really protectected 4.8/5


EDIT:wow 194 units and 72 items thats nice
 
I like this game a lot. I like the way this game is different from most of the zombie games i have played, because here every villager fights the zombies back instead of hiding and waiting for someone to rescue them. I also like that the AI sends troops to try to kill the zombies. I have noticed that zombies try to kill the weak units (villagers and healers) first, so they become zombies, which sounds great. The first time i played this game i was expecting to find an item with lifesteal, but i realized that it would make the hero last too long and make the game too easy.
I think it might help a bit adding 1 archer to the town's reinforcements, even though that means zombies might try to kill him after killing the villagers.
I suggest adding an spell to the palonian's mage or replacing the mana shield.
I think giving female villagers a role (maybe archers or healers) will mean that everyone is fighting back the zombies.
Also it would help explaining the item's system in the quests, because i have noticed that my hero couldn't use some items.
 
Last edited by a moderator:
It has been a while, and I apologize for leaving any of those who wanted an update sooner in the dark, but I had some serious personal issues that came up that required me to delay Warcraft 3 map making indefinitely.

The update isn't nearly as large as I said it would be, but it still is the biggest update yet.

Once again I am sorry for not keeping up with my responsibilities.

Expect this to be the last update.


I just want to say that this game, community, and website have been an inspiration to me in more ways then one, and I am damn proud to have been a part of it. I wish I could muster the willpower to do more, but sometimes the effort seems futile.

Perhaps one day I will finish my other projects, when the time is right.
 
I just wanted to briefly mention to all of the plague's fans that I am back on wc3 for the time being. My name is Cazeoj on azeroth east and I really want to play!

Secondly, the recent updates are to better the game over the long period of time that I have tested it with friends and random gamers. Please message me and let me know if you want to play! Just name a time and I will see you then!

Lastly, Comments and rating are greatly appreciated. I always consider every one.

Thanks!
 
I feel the map is fairly good, Although a large portion of the assaults is a spam of one creature, Such as abominations the mutants & The fel hound model one. Would be nice to notice a bit more variation in attacks rather than 10 mutants 8 abominations and then some random normals. Idk if that can be fixed though, Might just be how it turns out sometimes.

I still havn't beaten godmode, But I'm sure after raging intently I will win eventually....
In the meantime enjoy a replay of default difficulty vs every boss & Deinne at end while basically holding every town & the large barricade.
 

Attachments

Last edited:
I feel the map is fairly good, Although a large portion of the assaults is a spam of one creature, Such as abominations the mutants & The fel hound model one. Would be nice to notice a bit more variation in attacks rather than 10 mutants 8 abominations and then some random normals. Idk if that can be fixed though, Might just be how it turns out sometimes.

I still havn't beaten godmode, But I'm sure after raging intently I will win eventually....
In the meantime enjoy a replay of default difficulty vs every boss & Deinne at end while basically holding every town & the large barricade.


God Mode is meant to be a joke difficulty, have you beaten Hell and worst nightmare?

It can be fixed, but I don't know if I want to fix it, perhaps if I update the map I'll try and add more variation.
 
Really incredible map overall. This version is much better then the 1.9 and the 1.8. Less bug, more units and new boss. Here is opinion:

Positives points:

-The attack and armor system is more sofisticated in this version. We can use the weakness of the ennemy armor to inflict more damage, instead of facing undead with chaos attack with a fortified armor and have no unit to fight them with siege attack.

-Some upgrades like spiked defenses are finally usefull !!

-Great idea to put the 2 new bosses after the lich. It give us a great challenge. They also drop powerful item with ability which is really bad ass :)

-The heros are finally powerfull, i mean, they got more damage, they can get more level, and Berdrix spell finally work.

-The food cost for the unit is much better, even know it was funny to have like 1 unit
1 food with the eastern faction, it is better that way.

-The new units and building are very cool and provide a new kind of strategy, like slowing them or use the leyline to restore our energy, etc.

-I like to have the 60 food cap at the start, instead of building like a douzen of farms to get it and have to rebuild them if you lost your base.

-The survival option really work this time, not only green is attacking but teal too. We can loose this time :)

-The Lords are lunching more attack on the hive which is more interesting.

Negatives Points (and somes suggestions):

-I know that the Rapid Response have a lot of units and that's why you didn't add another one but that's sad. An archer rider could have been nice.

-I haven't play full house but it think that the cost for tier 3 is a bit too much. When I play solo, i use 4 iron ore, I start the tier 2 after the 3 first min, and i start the tier 3 around 7 min of the start. So which mean i can't build tier 3 unit before the undead start to attack (i think tier 3 take 5-6 min to research). So my points is that if all of us want to get to tier 3 as fast as possible. We would need like 4 iron ore each player, for a total of 36 iron ore in the map. But there ain't that many. So maybe lower the cost of tier 3 or add more iron ore could be nice so we could have better units to face Valith who come quite early in the game.

-The heros are better, but they are still very weak. Maybe adding them some life would
make them last a little bit longer in battle.

-The ultimate unit, like Dark Crusader, Inquisitor maybe cost a bit to much food. When you create the max of units allowed, they represent 1/3 of your pop and that quite a lot. Even know they kick ass, they not last long when they are surrounded

-There is a problem with the elite swordsman of the western alliance. The attack upgrade works (there is a +6 attack) but is not visible (we don't see the 1).

-Like some people saids, it would be nice to add some town reinforcement when you recapture a town, instead of wait here and defend it. Because if we don't, the town will fall in a short period of time. Especially that in normal game, your pop cap is reliate to those towns.

-Maybe the last boss is a bit to powerful. I've play solo (on easy mode) and the decay spell is killing everythings, like 25% of health per second. I can play with that, but the problem is that the coldown is too short. While this power is charging, he is using primal rage and rampage everything until he can use the decay spell again. Sometimes, the Dark crusader are getting to attack the hive mind but encounter gethis on the way and get raped. After Verceus and the other are dead (in less then a min), I'm like: well i'm in trouble, how am i supposed to win.


But honestly, this is an excellent map that i really recommand for those who like
to defend against a vast army of undead. My rate : 5/5
 
Really incredible map overall. This version is much better then the 1.9 and the 1.8. Less bug, more units and new boss. Here is opinion:

Positives points:

-The attack and armor system is more sofisticated in this version. We can use the weakness of the ennemy armor to inflict more damage, instead of facing undead with chaos attack with a fortified armor and have no unit to fight them with siege attack.

-Some upgrades like spiked defenses are finally usefull !!

-Great idea to put the 2 new bosses after the lich. It give us a great challenge. They also drop powerful item with ability which is really bad ass :)

-The heros are finally powerfull, i mean, they got more damage, they can get more level, and Berdrix spell finally work.

-The food cost for the unit is much better, even know it was funny to have like 1 unit
1 food with the eastern faction, it is better that way.

-The new units and building are very cool and provide a new kind of strategy, like slowing them or use the leyline to restore our energy, etc.

-I like to have the 60 food cap at the start, instead of building like a douzen of farms to get it and have to rebuild them if you lost your base.

-The survival option really work this time, not only green is attacking but teal too. We can loose this time :)

-The Lords are lunching more attack on the hive which is more interesting.

Negatives Points (and somes suggestions):

-I know that the Rapid Response have a lot of units and that's why you didn't add another one but that's sad. An archer rider could have been nice.

-I haven't play full house but it think that the cost for tier 3 is a bit too much. When I play solo, i use 4 iron ore, I start the tier 2 after the 3 first min, and i start the tier 3 around 7 min of the start. So which mean i can't build tier 3 unit before the undead start to attack (i think tier 3 take 5-6 min to research). So my points is that if all of us want to get to tier 3 as fast as possible. We would need like 4 iron ore each player, for a total of 36 iron ore in the map. But there ain't that many. So maybe lower the cost of tier 3 or add more iron ore could be nice so we could have better units to face Valith who come quite early in the game.

-The heros are better, but they are still very weak. Maybe adding them some life would
make them last a little bit longer in battle.

-The ultimate unit, like Dark Crusader, Inquisitor maybe cost a bit to much food. When you create the max of units allowed, they represent 1/3 of your pop and that quite a lot. Even know they kick ass, they not last long when they are surrounded

-There is a problem with the elite swordsman of the western alliance. The attack upgrade works (there is a +6 attack) but is not visible (we don't see the 1).

-Like some people saids, it would be nice to add some town reinforcement when you recapture a town, instead of wait here and defend it. Because if we don't, the town will fall in a short period of time. Especially that in normal game, your pop cap is reliate to those towns.

-Maybe the last boss is a bit to powerful. I've play solo (on easy mode) and the decay spell is killing everythings, like 25% of health per second. I can play with that, but the problem is that the coldown is too short. While this power is charging, he is using primal rage and rampage everything until he can use the decay spell again. Sometimes, the Dark crusader are getting to attack the hive mind but encounter gethis on the way and get raped. After Verceus and the other are dead (in less then a min), I'm like: well i'm in trouble, how am i supposed to win.


But honestly, this is an excellent map that i really recommand for those who like
to defend against a vast army of undead. My rate : 5/5

Thanks for the review!

Death and Decay is pretty damn strong, however updating this map isn't very high on my priority list currently.
 
Last edited:
Hey if you're not going to develop this map anymore could you possibly release an unprotected version for people to mess around with? I love your map but it's too hard for me and two of my friends to beat and I don't want to have to resort to anything cheap to make it easier for only a few players. Sorry for asking but it's hard to get a game to fill on bnet so playing with friends is basically the only way I ever get to play this.
 
Hey if you're not going to develop this map anymore could you possibly release an unprotected version for people to mess around with? I love your map but it's too hard for me and two of my friends to beat and I don't want to have to resort to anything cheap to make it easier for only a few players. Sorry for asking but it's hard to get a game to fill on bnet so playing with friends is basically the only way I ever get to play this.

The game is pathetically easy to solo on Easy mode to be honest, I think it's too easy. Once you get past medium however it becomes a bit difficult to solo the map.

Honestly editing the map to make the difficulty easier would be resorting to something cheap, in addition to this I have already released the map to a few people who wanted to update it.

I could show you some strategies and shit for playing with fewer people on Bnet, I play as cazeoj under US East.
 
Needed to post to rate this map. 5/5

Enjoyed it very much every time I played (getting the difficulty right makes this map shine). Always when things started to get under control a new undead spawn would appear and make my group rush to cover the new hole.
 
caze please add dunhath as a solo faction or player i find them really intresting and cool so ye its just a suggestion but next patch maybe? or atleast add them as a secret race like trolls or a solo troll race player that would be fun two
 
Please continue to update it its a great map but it can use more updates and would it be possible to buy more so units because I find that i sea h spawn cap 3asiley and the cant is my gold until my army dead because im fighting a huge unread army i under stand it a part of the same that humans have all army but it would be nice to e able to reinforce more
 
Back
Top