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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 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
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
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
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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.
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.
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.
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.
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.
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.
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).
I wrote terribley so im writing again humans army's are small so it would be nice to be able to buy more units or atleast buy the ai units also it would be also nice if you had units that were sent to recapture towns that way youd have more of an incentive to attack and those units could the hold the town. Also I've loved your map for ages I just never saw it on hive
my PC lags really hard on this map for some reason, can you try looking into it?
I doubt it is a PC issue since I can play just fine on maps way heavier than this in terms of unit amounts or models.
also, hoping for another update someday.... would really love it if it doesn't become reforge anytime soon
my PC lags really hard on this map for some reason, can you try looking into it?
I doubt it is a PC issue since I can play just fine on maps way heavier than this in terms of unit amounts or models.
also, hoping for another update someday.... would really love it if it doesn't become reforge anytime soon
Hey we have a discord ! Feel free to join if you want to play with other people
At the moment, I'm not sure if this map will get an update from me. But I am currently updating Plague 2 : Infected Isles, we're actively testing a 4.0 update that will be pushed to Hive Workshop when it is ready.
As for the performance, it's something that I've noticed. We've had people who have had problems with the new plague 2; I've been optimizing that map a bit to relative success. Plague 1 : The East I'm sure has some optimization problems; I wouldn't be opposed to updating it for that reason at some point if enough people are interested.
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