• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Roguelike 2.6

Roguelike!
Created by DeathdruidX

Map Info

Roguelike is a dungeon crawling RPG. Most of the game is randomized, leading to different items, different enemy locations, trap placement, etc, every time you play. Despite the random factor, it's very possible to salvage a run that's less than ideal by playing smart and being safe.
You don't need a big party to play it, either. It's very possible to complete, even to the extra final boss, with only two people. The main game can be completed with almost every hero when they're alone, provided the player is willing to be patient. That said, I recommend having a group. The game's far more fun with a bunch of people, even if adding too many can make it harder.

Features


  • 24 Heroes, all with unique kits. Very few spells are reused and no heroes play anything like any others. Even your meatshields and carries have variety.
  • Even within these heroes, players can customize their playstyles based on their team. The Knight can become an impenetrable tank or a durable fighter. The Psychic could be specialized as a heavily defensive support or a fully capable frontline fighter.
  • Eight massive areas each with their own sets of enemies, traps, events and bosses. With a different boss and different enemy placement every time, each corner will be a possible deathtrap to even the most experienced of players.
  • Extra bosses lie in wait at the end of each area. Players can challenge these bosses for incredible rewards and levels, but each boss is a force entirely on their own and fully capable of wiping a party. However, should they all be defeated, the game will have an additional set of levels including an extra boss whose difficulty far exceeds the rest of the game.
  • More than 100 items in the pool of random tools that the players will find. Powerful active items completely turn the tide of battle and passive items mold wimpy explorers into brave dungeon delvers.
  • Lore! Lots of lore! Every hero has a backstory, as does every boss, area, item, etc. Should the players complete the game in its entirety, every hero has their own ending!
  • Brutal difficulty that challenges every player, even those that know the tricks behind every boss and area. Few ever see the end of the labyrinth...
  • NEW! (Version 2.21) Has a soundpack, giving great music while you get eaten alive!
  • New! (Version 2.35) The player endings have been re-added. For those that played the old versions, some of you missed it and their removal was to make room for something else that...didn't work out. Long and short is that they're back.
Some other things to know...


When I say the difficulty is brutal, I mean it. At least, it should be. Some runs will bless your Rogue with cleave, durability, invulnerability and crits. Others will have him praying that he could even get a Small Rock as a weapon. Such is the nature of a game with an entirely random generation of items and bosses. If something goes wrong, don't be upset. Strengthen your resolve and give it another go. Or come back here and tell me I'm a bad mapmaker, as this is also true.

Also there is now a Discord! - https://discord.gg/UjSEcgyFbA


Screenshots and Videos


Big thanks to Vidya Only for playing and recording the game. Note that some information you get in the video may be slightly outdated.


Unfortunately, all of these come from the same game. I'll add more at some point, probably when this version gets updated.
Image Description:
A screenshot of the Depths, the first area. In this image, you can see several of the early enemies and Beelzebub, the first boss.

CMVmm2P.png

Image Description:
A screenshot of the Overgrowth, the second area. This is the Sinner and Priestess battling the extra boss of this area. This also gives a snippet of the lore from the game, showing the Sword of the Dawn.

fBxl8LU.png

Image Description:
A screenshot of the Piercing Cold, the fifth area. As the party first landed in the area, they were unfortunately met with great resistance from the residents. They pressed on, but met with untimely demise from a boss near the game's end. Such a shame.

n79IoM1.png




Changelog
Fixed a few minor bugs from related to map protection.


Changelog
Updated Hotkeys
Assassin's Assassinate logic changed, but functionally still roughly the same. Cloak of Shadows reworked.
Psychic's Psionic Storm now deals more damage.
Death Knight's healing up, Death Coil CD up early, Life Drain CD down. Runeblade and Dark Armor functionality changed.
Magus Thor's Hammer functionally change, Heatblast CD down
Spellblade Dimension Blade updated, Runic Blade name changed to Essence Reaper. Bug fixed with mana regain.
Priestess' Inspire now gives slightly more armor and actually lasts the appropriate duration.
Shinobi reworked, though still very similar to how he was the previous patch.
Sinner Gluttony actually works the way it's supposed to now.
Guardian's slam damage and cooldown up.


Changelog
Fixed the game crashing via Fire Mages/Aguni.
Shinobi has been completely reworked.
Hotkeys changed for abilities to a more suitable set.


Changelog
Probably the last version unless anything critical comes up.
Hero unique endings and the code to reveal the secret hero have returned.

Changelog
Heroes
Guardian - Less tanky, but a bit more damage to compensate.
Overlord - Damage down, durability down. Should be more reasonable.
Magus - Cooldowns on Fire/Ice spells down. Cooldown on Thor's Hand up. Cast time on innate up.
Spellblade - Damage on Dimensional Blade fixed. For real this time.
Alchemist - Fixed several bugs related to his passive/special.
Sinner - Reworked/Fixed Gluttony (the spell, not the sin).
Items
Mini Hakkero - Tooltip no longer says it has hero restrictions. It hasn't for a long time, but I kept forgetting to update it. Whoops.



Changelog
Spellblade
Dimensional Blade damage output significantly lowered.
Ritualist
Armor shredding abilities lowered, damage aura improved.
Sinner
Completely remade. Make sure to check him out (In a group).
Items
Super Greed's item has been nerfed.
3 new items added.
Other
Randoming a hero will now give a second tarot card.
Mycaruba now patrols the fire area once again.


Heroes
Small buffs - Dragon Lord, Shinobi, Psychic
Small nerfs - Guardian, Overlord
Huntress has been remade. She is now an agility carry that specializes rapidly clearing groups of enemies.
Sinner is now an Intelligence hero. This is a very temporary change and he is due for a remake next patch.
Others
The Cathedral has been completely remade into a more boss rush. This prevents players from waiting for every cooldown before fighting. The extra space of the Cathedral will be used for other things in coming versions.
Character endings have been removed for now.


Changelog
Heroes
These heroes have been partially reworked (mostly same abilities, some QoL changes) - Archer, Dragon Lord, Ghoul, Overlord, Psychic, Spellblade
These heroes have been mostly reworked (Thematically the same but mostly different in terms of kit) - Shinobi, Slayer
These heroes due for full reworks - Sinner, Huntress
(Check out the comments for more details and insight on these reworks)
Alchemist - Base attack speed nerf. Hitting that lategame, not that alchemist picking wretches will care.
Guardian - Taunt/slam cooldown increased, Protector heals for slightly less. The Guardian is overperforming a tad, but not too much.
Magus - Int gain down, damage down. Magus is op, but I'd rather not gut him. Just going to touch him down some for now and see where that takes it.
Enemies
Slight number changes to enemies found in the Darkness. Large enemy patch is on the way, but for now, staying as is.
No boss changes. Much like enemies, significant changes are on the way...but not yet.
Bugfixes
Cleaned some code, removed some memory leaks.
Fixed a bug where randoming the Magus would not give his spellbook.


General
Ultra Greed mode added
Fixed some pathing issues
Heroes
Magus - Full Rework
The Magus was in a strange place balance-wise, being both horribly over powered and hilariously weak. His rework is going to leave him in a better place to play as and with.
Ghoul - Buffs Buffed
The Ghoul's buffs often felt stiff, especially endgame. They are now far more usable and user friendly.
Sinner - Lust Reworked
Again. Lust has been remade as a damage dealing debuff.
Various heroes have had abilities remade into one point abilities that cost more than 1 lumber to learn. This is because levels in those abilities offered very little, now they can be one-point wonders as everyone needs them.
Items
Cleave ranges down
Fixed several item tooltips


Changelog
General
Updated a bunch of icons
Observers no longer can spawn heroes
Fixed multiple issues with the randoming system
Plugged some more leaks
Soundpack is finished! Look below for more details.

Heroes
Alchemist - Has a better money dump
The Alchemist can now spend money to permanently increase his attack damage.
Berserker - Furor lowers more armor
As it says.

Enemies
Seymour's summons no longer drop items.
Sloth has lower attack range and slows less movement speed.
Tiki's summon has been adjusted in the Cathedral.

Items
Demon Saint's Scroll is now accurate to the tooltip.
Belch Bomb replaced by a new item.

Other
Lunatic difficulty has had some adjustments, mostly around stunlocks.
Observers can now be spawned by any player.
Shopkeep shouldn't get stuck in the trees anymore.


Fixed a major bug with the Ancient.


Changelog
New Features
Multiple difficulties!
Safe area before the game starts, allowing players to spend their points in safety
Players can now random
Wall bosses have been fixed. Wall items also have been fixed. The Unstuck feature will stay in the game until next version just in case it messes up.


General
The event from the Darkness has been removed. It can be linked to numerous crashes, which really sucks for people who make it that far only to dc.
Numerous instances of spaghetti code fixed.

Heroes
Alchemist - Golden Sword reworked
Golden Sword is now Golden Gun. It can be used to exchange gold for attack damage in the very late game. This feels a bit better for an Alchemist than merely emptying those pockets.
Archer - Swift replaced
Swift was an amazing passive in the alpha of the game and the Archer has always been good enough it didn't need replaced. This has changed a bit, so she retains the ability of Swift but now has True Shot.
Assassin - Overall nerfed, Assassinate buffed
This is getting to be a common sight. The Assassin's boss killer is now weaker, but Assassinate is now reliable. Shadow Strikes is also now a one-point wonder.
Berserker - Berserker Fury Remade
Berserker Fury now scales better into lategame but now triggers when damaged rather than when attacking. This reinforces his position as a bruiser rather than a carry whose early game is tanky.
Death Knight - Dark Armor Remade
Dark Armor didn't serve much of a purpose. It now reflects a portion of the damage taken for a small amount of health cost each second.
Guardian - Aura Changed
Aura is now costless but has a longer cooldown. Excellent for when you've had a bit too much pizza to be using it.
Priestess - Mend and Inspire Buffed
Only slightly. The Priestess has always been good, but this will give her some more build paths.
Pugilist - Turtle Spirit Buffed
Fist of the Turtle Spirit is now fused with Meditation. This gives it a bit more idenity and utility.
Ritualist - Fantasy Seal and Spirit Mausoleum weaker early, stronger late
These two abilities really fall off when bosses have hundreds of armor. This change makes both much stronger in the endgame but lowers their early power as a result.
Shaman - Stun times slightly down
Exactly what it says.
Shinobi - High Evasion Cost Change
High Evasion now has a different cost formula. It's too powerful to cost so little.
Slayer - Anihilate and Silver Watch lategame buffed
Both abilities now have *some* effect on heroes, making the Slayer a reasonable choice as a carry rather than a gimmick for waveclear.
Spellblade - Mana Burst nerfed
This ability was way, way too strong. That's about it.
Warlock - Death Coil Buffed
Death Coil now restores its cost when used on a minion, allowing it to be used for free heals on summons.

Enemies
Leoric and Ostarion no longer have Fire Bolt.
Arthas has had his power lowered.
Gluttony doesn't grow to near as extreme of a size.

Fixes
Fixed a few tooltips.


Changelog
General
Defeating extra bosses is now a touch more cinematic.

Enemies
The Puppet Master has been remade. Happy hunting...
Locust Swarm abilities no longer cost mana, preventing abuse of early bosses that rely on it. However, the damage has also been slightly lowered to compensate.

Heroes
Archer - Damage increased
The Archer's physical damage has been slightly increased. Her recent remake has left her weaker than most carries, so this will start to bring her back in line.
Death Knight - At higher levels, Death Coil's cooldown is shorter
Early on, Death Coil provides literal infinite sustain for the Death Knight. Later on his health will be much higher, so it's fine for Death Coil's cooldown to be shorter.
Dragon Lord - Overall Buffed
The Dragon Lord was relatively weak for a tank, especially lategame. His numbers have been moved up some. That's all.
Overlord - Reworked Brave Swings
Brave Swings, much like the Shaman's Ethereal Spirit, now has only one level.
Warlock - Changed Hotkeys, lowered Death Coil's cost
As one person said, while the Warlock's hotkeys are what everyone else's is, the QWE keys work better with control groups. Simple QoL change. Death Coil has also had its mana lowered.

Fixes
Potential abuse of forcing traps to spawn in the Mage's Tower has been fixed.
The Sin spawning system has been changed in the hopes of it being less buggy.
Changed the wording of several tooltips for the sake of clarity.
Parasoul's armor bonus reworked.
Removed Cross Slash from the Warlock's upgrades. I don't know how the hell that ended up there.
Teal Player's wisp couldn't select heroes in one of the taverns. This has been fixed.
The Final Boss' warnings now properly disappear.
The game now properly recognizes when players leave.
Observer abuse will be harder to do.
Agni's Flames can no longer burn himself.
Many other very minor fixes.


Changelog

Balance Changes
General
Speedball has been remade.
Several paths opened in the Inferno and the Piercing Cold.
The Reaper event has been changed.

Enemies
The final boss has received some changes...

Heroes
Assassin - Reduced the base attack speed of the Assassin, changed Death Perception
The Assassin is extremely good at her job of killing heroes. Too good. She's getting touched down in the hopes that she'll be less overpowered at the endgame.
Archer - Replaced Critical Strike with Volley, lowered Aimed Shot cast time
The Archer was previously just a ranged Rogue. That was fine when she was created. There were only 6 heroes, after all. But now, she needs something to make her feel different. This comes in the form of Volley, her new spell.
Overlord - Damage down
The Overlord's damage has been slightly lowered. This will hopefully bring him more in line with other heroes.
Spellblade - New ability, Dimensional Blade CD down
The Spellblade needs some love, plain and simple. Emergency Mana has been removed, seeing as how it was mostly useless.

Others
Loggers now grant experience.
A few model updates/changes.
Invisible units now bestow auras. This only really effects the Assassin and Shinobi.
Pay attention during the endings...you might learn something interesting!
New Loading Screen and Minimap Preview!


Changelog

Balance Changes
Enemies
Gave The Reaper truestrike
Rebalanced the Cathedral. Certain rooms will be easier.
Increased Mad Jack's base stats but removed one of his ressurections.
Lowered the power of Arthas' illusions.
Increased the intensity of Death's Death Knell but increased the downtime.
Heroes
Knight - Reduced power of Iron Wall, Bold Leader and Reinforced Armor
The Knight was outperforming every tank in almost every regard. Seeing as how melee bosses are the most common type, his passive is too strong, as are his passive defensive bonuses.
Guardian - Increased base stat gain, buffed Protector and Unbreakable, adjusted Always Prepared
The Guardian is meant to be the definitive lategame tank but right now he's relatively weak. These changes won't hugely increase his power, but should bring him more in line with other tanks.
Warlock - Slightly increased summon stats
The Warlock currently doesn't scale well enough into lategame. Still, no major changes.

Fixes
Updated the Guardian's icons
Fixed the Warlock's Pact tooltip
Fixed the Truestrike tooltip
Fixed the Excalibur bug
Fixed (maybe) wall bosses.


Not much of a changelog for this version. Obviously there were changes before this one, but since those versions have never been posted here, it's a tad pointless to mention them.
However, there are a few issues with this version that were discovered after it was made.
Bosses and enemies will occasionally get stuck up on walls. This is most common in the third area, though it does happen in a few of the others. You can use the -unstuck command to create a dummy that will move the first unit it attacks off the wall and to its position. I'm not 100% sure how to fix this, but the unstuck command can be used to fix it in almost every situation. You could also use it to cheat and look ahead, but really, what kind of person would do that?
The other issue of note, though this is far less prevalent, is that Excalibur will make the hero who drops it lose 5 damage even if they didn't use the active. I'm currently looking into this and will ideally have it fixed soon.


Credits

Special Thanks:
  • Cman2002. Seriously, this guy has tested the game so many times. So. Many. Times. It would be a glitchy mess without him and I could never thank him enough.
  • Renamon and Zyrlin. They also tested the map constantly and caught some of the biggest bugs, even though they didn't test as often. Again, I can't thank them enough.
  • The rest of my friends that tested the map, Jakemaster64, MrPengyPoo, Guhjah/Vestakia. We've had a lot of fun...probably more suffering, but it came out alright.
  • Anyone else who plays the map. Seriously, even if you hate it, thanks for giving it a shot at least.


Expresso, Tranquil, Grendel, G2J, FreddyK, Judash, Callahan, Wandering Soul, Kimbo, Makuza, Terem, Frankster, Alastor, Sin'dorei300, Hexus, skrab, Mephestrial, Olof Moleman, wingednosering, eubz, Sellenisko, The Weird Human, Kibasz, .KC, apaka
Loading Screen - Ryosios on Pixiv
Map Preivew - Zinnkousai3850 on Pixiv

Soundpack

Check out the game's soundpack! This allows it to have music but still be under 8mb for Bnet play. Simply unzip the file and put it in your Warcraft 3 folder. It should look like this (varying on your OS, of course)
"C:\Program Files (x86)\Warcraft III\Roguelike\(the mp3 files and credits)"
I make no promises this'll work...but it should. It does for most of my friends, so I reckon it will probably work for most people.
http://www.hiveworkshop.com/forums/pastebin_data/vr7n9x/_files/Roguelike.zip
Author's notes


First map released to the public. While it definitely isn't my first work, it's the only one I have any pride in because it's the only one that isn't total garbage.
Map Description Template Created by -Kobas-
Find more here: Map Description - Templates



Keywords:
Roguelike, Roguelite, Dungeon Crawler, RPG, Co-op
Contents

Roguelike 2.6 (Map)

Reviews
23:20, 6th Apr 2015 Orcnet: I like the concept of this dungeon crawler, giving random starter locations whenever a new map starts, somehow I am having a hard time spotting what enemy unit is causing a quick death upon my push against the enemy...
Level 1
Joined
Jun 23, 2017
Messages
1
Me and my friends recently found this map and are now addicted to it, problem is, we learned of the ANCIENT and reading along here, we need the endings to get his code, but the endings have been removed. What do we do to get to play him?
 
Level 5
Joined
Apr 19, 2009
Messages
165
The sinner seems to die immediately when using the gluttony active ability. It does not even target others, it just kills him with no other effect that I can see.

Edit: Pride can be leveled up to 2 for 2 wood without killing super pride, only needing to kill regular pride. Seems like a bug since its tooltip suggests this should not be possible.
 
Last edited:
Level 1
Joined
Mar 10, 2018
Messages
1
excuse me what the heck

-unstuck does not working, too low attack range of the unstucker.
 

Attachments

  • WC3ScrnShot_031018_112338_01.tga
    7.9 MB · Views: 123
Level 6
Joined
Feb 8, 2012
Messages
251
Just tried this map last night, I've been soloing this map for hours straight.
One question though, is it really possible for some heroes to solo through the labyrinth? (Not just by taking incredible luck into consideration...) I mean by entirely, lets say a sinner. Is it possible to play as him solo?
I've tried few heroes, but I found that it is impossible to solo on some of them, while it is indeed easy to solo for some other heroes as well (Might recommend this heroes as well for the first time you try the game. Knight, Ancient, Pugilist, and maybe Paladin or whoever he is the one with hammer...)
Some stuff that bothers me is the aggro though. I mean if you cross from an area to another, seems like half of the population will surely follow you till the day you are going to die. No matter what you do, they will just going to follow you all over the place. Which makes some hero impossible to be leveled early by soloing...
My only hope for this map is somehow I hope it is possible to solo with every heroes without using some incredibly amount of extreme luck. I've played some rogue like games, and i must say I've grown accustomed to them. No matter how you see the class (e.g Ranger) they got some greater chance to possibly survive the dungeon rather than this map. (Inb4 "Git gud nub")
And yeah, maybe unlockables after ending or maybe some class evolution?
 
Level 2
Joined
Feb 21, 2018
Messages
14
Are those tarot card from JoJo's Bizarre Adventure: Stardust Crusaders?
Anyways, here's some changes that needs to be done.

-A little bit of nerf on Knight Class
-Remove the feature that the Sword of the Deep Seated holds, and replace with "When you kill every boss, you get a Random Stat buff."
-Nerf Soldier
-Add new Hero: Blackfly Class
+High Dmg
+Easy against non-horrors
+No cooldowns
-Needs a Big Mana Pool
-Slow ATK SPD
-Squishy

That's all i should request...
 
Level 2
Joined
Aug 31, 2018
Messages
23
Sorry for my english. Google translator.
Hello.
This is definitely one of the best cards I've played.
I really like the classic roguelike genre and it's nice to see how succinctly it fits into warcraft 3.
The card has an amazing reigrability and a well thought out role-playing component.
Of course, there are flaws in the balance sheet, but this is fixable.
The only drawback of the card is the duration of the passage of about 4 hours, during this time there are resource leaks and there is a possibility of a critical error.
Pass the card a real man's challenge - thank you!
I sincerely thank the author for his work. Many thanks. Do not throw the project.
Below are modest achievements.

VERSION WC3 - 1.26a
GAME MOD - ONLY LUNATIC

unknown.png


unknown.png


unknown.png


unknown.png
 

Attachments

  • Puglist_solo.w3g
    1.3 MB · Views: 55
  • Rogue_solo.w3g
    666.1 KB · Views: 52
  • Soldier_Solo.w3g
    995.8 KB · Views: 40
  • Ghoule.png
    Ghoule.png
    709.8 KB · Views: 62
  • Puglist_solo.png
    Puglist_solo.png
    1.7 MB · Views: 74
  • Rogue_solo.png
    Rogue_solo.png
    702 KB · Views: 76
  • Soldier_Solo.png
    Soldier_Solo.png
    2.7 MB · Views: 50
Last edited:
Level 2
Joined
Aug 31, 2018
Messages
23
467033061113200661
psyсhic-solo-png.305994
 

Attachments

  • Psyсhic Solo.w3g
    717.4 KB · Views: 49
  • Psyсhic solo.png
    Psyсhic solo.png
    2.2 MB · Views: 1,161
Last edited:
Level 2
Joined
Aug 31, 2018
Messages
23
upload_2018-9-8_13-43-35.png
 

Attachments

  • Warlock Solo.png
    Warlock Solo.png
    2.8 MB · Views: 54
  • brute.png
    brute.png
    1.7 MB · Views: 84
  • imp.png
    imp.png
    1.7 MB · Views: 74
  • demoness.png
    demoness.png
    1.7 MB · Views: 92
  • Warlock Solo.w3g
    997.1 KB · Views: 43
Level 2
Joined
Nov 26, 2015
Messages
10
Hey death druid, the new wc3 patch dropped recently - think you're going to update roguelike for the new age? I'd like to see endings come back in my day.
 
Level 5
Joined
May 2, 2009
Messages
30
Hey all, sorry for the radio silence. It's been a long few months...almost year, I guess? I've been working on a project in the shadows, a spiritual successor to Roguelike. Not doing much work, I'll admit, but work and school have kept me busy. Regardless, excuses aren't what anyone is here to read.
The new posted version is likely to be the last version of this game, barring any major issues that crop up. It's reintroduced endings and fixed a few behind the scenes bugs. I wasn't planning on doing any more updates in the hopes that my new game (which fans of Roguelike will definitely like, I hope) would be out before anyone noticed. Then it didn't.
Thanks for everyone that's kept interest in this game. It means the world and is really the only reason I continue to work on anything.
With love,
your Druid
 
Level 4
Joined
Apr 28, 2017
Messages
112
Been playing roguelike very actively these past few weeks and here are some bugs/suggestions:

Bugs:
- Huntress loses her Z ability after casting her once (it was lvl 1 Z ability)

Suggestions:
- a lot of heroes have "active" abilities that have no mana cost and duration is the same or longer than it's cooldown. So why not just make those abilities passive instead of having them recast every X seconds? Examples: ghoul's C ability, berserker's V ability etc

- swap all hotkeys to Q W E R (D an d F for 2nd row). It better fits for the hand placement since you can acess S, A and H buttons a lot easier while having hand in that position + another important reason which is: there's 2 types of keyboard; "qwertz" and "qwerty". People with "qwertz" keyboard have very hard time using Z spells because their Z is between "T" and "U" on keyboard instead next to X

Other than that, very fun map
 
Level 1
Joined
Aug 25, 2019
Messages
1
Dunno if its a WC3 issue or a map issue, but in zone 3 the fire mages casting flame strike soft crashes wc3 atm (causes not responding, no error message or send to blizz, just freezes the client), i'm not sure if the game is possible anymore.
 
Level 2
Joined
May 9, 2018
Messages
8
Hello. I play this mapn in the version post here, and beat Gideon in solo a couple times
But endings dosent trigger (Sry my broken english. Not my first language)
Can it be that this version dosen´t have them? Or maybe i download the wrong version?
 
Top