Skeletal Annihilation 3.069

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A hero-castle-survival-base-builder with a twist! SKELETONS!

Survive the skeletal invasion and save humanity.

Work together to upgrade your joint base, shops, barracks, income and towers.

Level your hero, capture outposts, kill deadly bosses and get PHAT LOOT, in...

SKELETAL ANNIHILATION

145051-10696c24768f6913fefbccec2e3b111c.png



In the hellish peninsula of this bone ridden bastion of civilization,

you,

an elite champion of death,

have been summoned for the last stand in the defense from the skeletal army of annihilation.

Make Your Stand...

  • Your objective: As humanity's last hope against the skeletal horde, is to defend the base with your life! If the base is destroyed, then humanity is lost!
  • How to win: ???????

  • Town Hall: Upgrades unit attack & Armour, adds defense to buildings, Refreshes Town Hall Resurrect, Repair Buildings and Militia
  • Magic Vault: Upgrade income by +5, buy wood.
  • Item Shop: Buy potions, scrolls, Boots, Teleport, Tombs (Level 3 Shop)
  • Equipment Shop: Buy Armor and weapons
  • Barracks: Upgrade units, add more units that spawn every 60s

  • Wood: Use wood to upgrade the base. Wood is gained from drops when killing monsters and bosses. It can also be purchased at the Level 4-5 Bank. Capturing lumber outposts will also provide 5 wood every 60 seconds.
  • Gold: Use gold to purchase equipment, consumables and activate the special Base abilities. Gold is gained by income every 60 seconds, and by gold drops
  • Tip: It is recommended to focus on upgrading gold income early on in the game.

  1. 08/09/2018 - Added Bosses, balancing, secret areas, bugfixes, fixed hotkeys
  2. 09/09/2018 - New Towers, Outpost to capture, balancing, bug fixes, new hero abilities
  3. 14/09/2018 - New Towers, Buildings, Items, Units, Balancing, bug fixes.
  4. 15/09/2018 - Added AI to computer controller players, Balancing, bug fixes.
  5. 22/09/2018 - Bug/Crash fixes, balancing.
  6. 30/09/2018 - Bug fixes, reworked food system, changed door mechanics.
  7. 7/10/2018 - Added new Hero, Item shop, bug fixes & balancing, new commands, changed hero abilities.
  8. 13/10/2018 - New waves, new models, balancing
  9. 25/11/2018 - Added more wave types/events (hard boss, large wave, hard start), currently existing events (horse wave, air wave, invis wave) are now random, you may not get them every game. Also more balancing to food income/interest
  10. 15/12/2018 - Minor Balancing adjustments.
  11. 23/12/2018 - Fixed triggers/spawning, new events, balancing
  12. 24/12/2018 - new area, balancing, changed hero spells
  13. 27/12/2018 - Added difficulty settings.
  14. 29/12/2018 - Balancing, npcs build towers around map in normal mode, spiders spawn from egg sacks, caped game to 6 players due to bnet instability, new hero passives.
  15. 30/12/2018 - fixed commands, removed bash from endgame units, stopped health being reduced at endgame if game takes too long, removed peasant/creep spawns.
  16. 31/12/2018 - Updated terrain & doodads, fixed various bugs
  17. 01/01/2019 - Fixed darkened soul ability, made gold/wood income scale with players.
  18. 2.70 - 02/01/2019 - Revised tooltips, changed hotkeys to QWERTY, rebalanced some hero abilities.
  19. 2.71 - 03/01/2019 - Fixed flame tower dealing damage to friendly units, moved buildings around, delayed some hard mode events, removed firebolt from fire lords
  20. 2.72 - 04/01/2019 - Added new items, reworked old items.
  21. 2.73 - 05/01/2019 - Updated enemy scaling, updated hero abilities, tooltip fixes, item fixes, more items added
  22. 2.74 - 06/01/2019 - Bug fixes, typo fixes, changed horse wave to only spawn in normal mode
  23. 2.75 - 08/01/2019 - Added passive to all heros, eggs have doubled chance to drop xp tomes, bug fixes
  24. 2.76 - 09/01/2019 - Fixed issue with paladins being weak with less players, added pack horse
  25. 2.77 - 10/01/2019 - slightly increased vision, changed scroll of speed to effect player owned units instead of just the user, added sentry ward item, fixed issue with paladin hero spawn dying at start
  26. 2.78 - 11/01/2019 - fixed bug that would allow skipping quest requirements, updated pack mules to different tiers.
  27. 2.79 - 12/01/2019 - Upgraded health of gold income building and farms, changed guardian/defender to spawn right in front of base, removed tornado from dark ranger boss, buffed spirit ranger ultimate, nerfed boss sleep ability, fixed cancerous bane not being dropable, fixed tome of the raider, axe and gold drop items not working on defender, nerfed boss life drain ability.
  28. 2.8 - 16/01/2019 - fixed issue with ai heros selling items, buffed towers, buffed mules, nerfed sleep, life drain and entangle boss abilities when playing solo
  29. 2.81 - 17/01/2019 - reduced late game armor & mana of bosses, reduced single player boss bash ability, all mule types can use items, only top 2 can buy items.
  30. 2.82 - 30/01/2019 - increased difficulty with multiple players, reduced hp regen of poison master to 4% from 5%. Increase food cost of withdraw lumber/gold, removed CD, increased difficulty of final battle.
  31. 2.83 - 23/04/2019 - Item rework, new passive ability system, new boss abilities, new major passives for lv 10, 20, 30, tome drop rework, re-balancing.
  32. 2.84 - 25/04/2019 - Bug fixes, added better quest system, new secrets
  33. 2.85 - 26/04/2019 - reduced boss health & armor, fixed health/mana regen, made health tomes drop more often, increased exp rates
  34. 2.86 - 28/04/2019 - Further reduced boss HP scaling
  35. 2.87 - 04/05/2019 - slightly increased starting health of heros, new items, new creep camp, but fixes added blood sacks (better version of egg sack with better items & more spiders)
  36. 2.88 - 10/05/2019 - modified diskwave ability to shoot 3 disks instead of 1, fixed bugged quest
  37. 2.89 - 24/05/2019 - fixed bug with peasant quest, added difficulty modes.
  38. 2.90 - 09/06/2019 - reduced difficulty overall, reduced mirror image damage, amount of bosses, fixed issue with saytr health regen
  39. 2.91 - 13/06/2019 - made map 12 players
  40. 2.92 - 06/06/2019 - added new spawn areas
  41. 2.93 - 07/07/2019 - reduced end game scaling, added horse back into last barracks, resized outpost spawns to not get stuck in trees
  42. 2.94 - 10/07/2019 - fixed bug with peasant quest running multiple times
  43. 2.95 - 11/07/2019 - fixed life steal stat not working, fixed repair not working on non AI buildings, fixed gamble gold bug
  44. 2.96 - 04/08/2019 - Increased cooldown, mana cost of mirror image, reduced damage
  45. 2.97 - 11/01/2020 - reduced health of damage of infernals, increased mana cost of immolation, reduced difficulty with more players, reduced base difficulty, increased difficulty step, increased cost of spawned unit upgrades, reduced damage of spawned units
  46. 2.98 - 26/01/2020 - reduced max enemy, ally AI units (reforged prep)
  47. 3.01 - 11/07/2020 - shops are invulnerable, no need to pay for resurrection, you resurrect instantly on death up to 6 times. Various balance changes.
  48. 3.02 - 12/07/2020 - added fountain of life to purple gate, fixed annihilator merchant
  49. 3.03 - 18/07/2020 - fixed some buildings not invulnerable
  50. 3.04 - 11/09/2020 - balancing, made yellow gate require yellow key, secret shop no longer activated by keys, instead by killing secondary skeleton base.
  51. 3.05 - 13/09/2020 - various QOL and balance improvements
  52. 3.06 - 19/09/2020 - updated events
  53. 3.065 - 24/02/2021 - increased armor/hp/regen of town hall upgrades, other random changes i forgot, fixed mana regen for some heros, sentry wards always added to merchant, only 1 pack mule type that can use items & 6 inv slots
  54. 3.066 - 27/02/2021 - fixed some bugs, increased drop rate for axe of murderous woodcutting, crow of coin, fixed boss levels not changing, removed units that spawn right near base, added secret quest
  55. 3.068 - 01/03/2021 - Total re-balance of the game, various quality of life changes
  56. 3.069 - 06/03/20201 - Tower re-balance, more difficulty levels, increased hp of town hall hero spawns

Skeleton Fire Warrior - Skeleton Fire Warior Mage
Skeleton Knight - skeletonknight
Previews
Contents

Skeletal Annihilation 3.069 (Map)

Reviews
Avatars Lord
1. You can make the passive abilities look passive. 2. I played as Lightning Warrior. His passive, which can cast lightning strike, can be cheated with by clicking stop when he tries to attack. You could avoid that by using DDS. 3. The terrain is...
Avatars Lord
1. Entangling roots first silence then roots the enemies in the area. In order to remove the silence part just choose "none" for Targets Allowed. 2. Why does every boss have dispell magic? I root they dispell I reju they dispell I summon they...
deepstrasz
Spells are mostly Warcraft III ones. Kind of bad that you can only zoom the camera if you are near the town hall. Neutral hostile and the undead should be neutral to each other to avoid accidental killings. Troops sometimes return to the base instead...
1. You can make the passive abilities look passive.
2. I played as Lightning Warrior. His passive, which can cast lightning strike, can be cheated with by clicking stop when he tries to attack. You could avoid that by using DDS.
3. The terrain is lacking and looks empty. Put some stuff here and there.
4. The tomes leave a little model of themselves when used and a lot of them could cause lag. You could avoid that by using Item Cleanup.
5. You could set abilities' hotkeys as QWER
6. The enemy base looks bland. You could add some units or buildings to spice it up.
7. In my opinion, you should be able to rebuild the buildings such as barracks or magic vault.
8. The map is empty too. You could add some secret places maybe quests or enemy bases.
9. You also could add custom stuff if you want.


Check these links:
Damage Detection System by Bribe
Advanced Terraining Tutorial
The Ultimate Beginners Terraining Tutorial
Item Cleanup by Bribe
Button Manager v1.8.2
Complete Icon Tutorial - All About Icons
 
Last edited:
Level 9
Joined
Oct 6, 2008
Messages
75
1. You can make the passive abilities look passive.
2. I played as Lightning Warrior. His passive, which can cast lightning strike, can be cheated with by clicking stop when he tries to attack. You could avoid that by using DDS.
3. The terrain is lacking and looks empty. Put some stuff here and there.
4. The tomes leave a little model of themselves when used and a lot of them could cause triggers. You could avoid that by using Item Cleanup.
5. You could set abilities' hotkeys as QWER
6. The enemy base looks bland. You could add some units or buildings to spice it up.
7. In my opinion, you should be able to rebuild the buildings such as barracks or magic vault.
8. The map is empty too. You could add some secret places maybe quests or enemy bases.
9. You also could add custom stuff if you want.


Check these links:
Damage Detection System by Bribe
Advanced Terraining Tutorial
The Ultimate Beginners Terraining Tutorial
Item Cleanup by Bribe
Button Manager v1.8.2
Complete Icon Tutorial - All About Icons

Hey Avatar Lord, greatly appreciate the review. How did you find the map anyway? Was it fun? Do you think it has potential?

I've gone ahead and updated the map in regards to your comments:
1. You can make the passive abilities look passive. - Thanks for the links, I followed the icon tutorial and updated the chain lightning passive among other icons
2. I played as Lightning Warrior. His passive, which can cast lightning strike, can be cheated with by clicking stop when he tries to attack. You could avoid that by using DDS. I was not able to produce this by hitting stop while attacking, if the player is good enough to use it to his advantage, then I don't mind lol. I don't really want to pull in a whole DDS system anyway.
3. The terrain is lacking and looks empty. Put some stuff here and there. I've added more doodads and terrain changes ^_^
4. The tomes leave a little model of themselves when used and a lot of them could cause triggers. You could avoid that by using Item Cleanup. Yea I knew about that but totally forgot to add the trigger for it. I've added that in, thanks for the reminder!
5. You could set abilities' hotkeys as QWER - This one is already on my TODO list, it's a fairly big change to get right, so I will wait till I have the time to do it properly.
6. The enemy base looks bland. You could add some units or buildings to spice it up. Yep I've added more stuff, see line 3. Units do spawn from the base though, I initially had static units around the enemy base but found that players would just run in and die to them.
7. In my opinion, you should be able to rebuild the buildings such as barracks or magic vault. Yea this one, I am still not sure whether I want to do that, but possibly, because the idea is that you need to buy the 'repair all buildings' item from the base, so If you can simply rebuild, it defeats the purpose of that. Rebuilding has no consequences other than just click a button and pay, whereas repairing does (you loose the building forever). We'll see, not too many complaints about this during playtesting.
8. The map is empty too. You could add some secret places maybe quests or enemy bases. Hey did you miss something? There are 5 creep camps, 2 lumber mills to capture and a primary and auxiliary enemy base. And there is a (spoilers) secret shop
9. You also could add custom stuff if you want. Any ideas of what custom stuff I should add? I will definitely get around to adding more hero's, but truthfully I don't want to use custom models, a because I'm really bad at modelling, and it's hard to find really good ones that fit in with the rest of the wc3 models. But custom abilities, I will definitely be adding more in the future when I come up with some ideas for new heros.

Hey just wanted to say thanks for the review, good to see the wc3 community is alive and well in 2018

Cheers,

Opiemonster.
 
Hey Avatar Lord, greatly appreciate the review. How did you find the map anyway? Was it fun? Do you think it has potential?
I've gone ahead and updated the map in regards to your comments:
1. You can make the passive abilities look passive. - Thanks for the links, I followed the icon tutorial and updated the chain lightning passive among other icons
2. I played as Lightning Warrior. His passive, which can cast lightning strike, can be cheated with by clicking stop when he tries to attack. You could avoid that by using DDS. I was not able to produce this by hitting stop while attacking, if the player is good enough to use it to his advantage, then I don't mind lol. I don't really want to pull in a whole DDS system anyway.
3. The terrain is lacking and looks empty. Put some stuff here and there. I've added more doodads and terrain changes ^_^
4. The tomes leave a little model of themselves when used and a lot of them could cause triggers. You could avoid that by using Item Cleanup. Yea I knew about that but totally forgot to add the trigger for it. I've added that in, thanks for the reminder!
5. You could set abilities' hotkeys as QWER - This one is already on my TODO list, it's a fairly big change to get right, so I will wait till I have the time to do it properly.
6. The enemy base looks bland. You could add some units or buildings to spice it up. Yep, I've added more stuff, see line 3. Units do spawn from the base though, I initially had static units around the enemy base but found that players would just run in and die to them.
7. In my opinion, you should be able to rebuild the buildings such as barracks or magic vault. Yea this one, I am still not sure whether I want to do that, but possibly, because the idea is that you need to buy the 'repair all buildings' item from the base, so If you can simply rebuild, it defeats the purpose of that. Rebuilding has no consequences other than just click a button and pay, whereas repairing does (you loose the building forever). We'll see, not too many complaints about this during playtesting.
8. The map is empty too. You could add some secret places maybe quests or enemy bases. Hey did you miss something? There are 5 creep camps, 2 lumber mills to capture and a primary and auxiliary enemy base. And there is a (spoilers) secret shop
9. You also could add custom stuff if you want. Any ideas of what custom stuff I should add? I will definitely get around to adding more hero's, but truthfully I don't want to use custom models, a because I'm really bad at modelling, and it's hard to find really good ones that fit in with the rest of the wc3 models. But custom abilities, I will definitely be adding more in the future when I come up with some ideas for new heros.

Hey just wanted to say thanks for the review, good to see the wc3 community is alive and well in 2018

Cheers,
Opiemonster.

1. Nice, but you forgot to add its PASBTN therefore the icons are green when you hit menu or when it is disabled.
8. oh, I didn't see them. Couldn't see the secret shop because it was protected by enemy base._.
9. Since your theme is skeleton you could check this and this.



1. You could use sounds when a boss comes or for an event or when castle takes damage.
2. Why are the waygates so confusing?
3. You can make some places higher or lower to create a dynamic terrain.

Playing single player was difficult to have fun._. It has potential but needs more spice to it to make it uniquely different than other Hero Sieges/Defenses.


EDIT: I forgot to tell you that you should make a better description so more people could be attracted towards your map. Be sure to create a credit list and change log so we can see what changes you have made.

Check these links:

BB Codes
Map Description
 
Last edited:
Level 9
Joined
Oct 6, 2008
Messages
75
1. Nice, but you forgot to add its PASBTN therefore the icons are green when you hit menu or when it is disabled.
8. oh, I didn't see them. Couldn't see the secret shop because it was protected by enemy base._.
9. Since your theme is skeleton you could check this and this.



1. You could use sounds when a boss comes or for an event or when castle takes damage.
2. Why are the waygates so confusing?
3. You can make some places higher or lower to create a dynamic terrain.

Playing single player was difficult to have fun._. It has potential but needs more spice to it to make it uniquely different than other Hero Sieges/Defenses.


EDIT: I forgot to tell you that you should make a better description so more people could be attracted towards your map. Be sure to create a credit list and change log so we can see what changes you have made.

Check these links:

BB Codes
Map Description


Hey Avatar, I've fixed up the icons and waygates. I had sounds before but they weren't working, I've fixed those up too and added some more. I've shifted the elevation of the terrain around and added some effects here and there.

Cheers ^_^

Opiemonster.
 
Level 2
Joined
Sep 1, 2018
Messages
13
Just played about six rounds with the Blood Mage. Made it to the last Skeletal Overlord on the third attempt.

I'm unacquainted with the "Survival" genre, if that's indeed a thing. But I think this map shows promise, and I plan to follow this project as it develops further.

Certainly prefer a challenge, but seems really difficult if you're alone. Not sure I was able to explore much of the map's functionality for that reason. What do you suggest?

Some things that seemed off for me, but perhaps some of them are by design:
  • the last defender (Mountain King for me) doesn't run into the fight.
  • unit colors hard for me to distinguish friendly and allied units.
  • would be nice to upgrade tech without having to have your hero near the Town Hall.
  • seems like my base spawned fewer and fewer ground units as the game progressed.
  • the lane is really wide, so armies will sometimes splinter off and miss each other. While there's a group attacking your base, the rest of your units will be having a skirmish in the lane.
  • a lot of my time is spent picking up tomes. In a multiplayer match, can see it getting ugly between teammates having to share those tomes.
Thanks for sharing. Hope to see another version soon.
 
Level 9
Joined
Oct 6, 2008
Messages
75
Just played about six rounds with the Blood Mage. Made it to the last Skeletal Overlord on the third attempt.

I'm unacquainted with the "Survival" genre, if that's indeed a thing. But I think this map shows promise, and I plan to follow this project as it develops further.

Certainly prefer a challenge, but seems really difficult if you're alone. Not sure I was able to explore much of the map's functionality for that reason. What do you suggest?

Some things that seemed off for me, but perhaps some of them are by design:
  • the last defender (Mountain King for me) doesn't run into the fight.
  • unit colors hard for me to distinguish friendly and allied units.
  • would be nice to upgrade tech without having to have your hero near the Town Hall.
  • seems like my base spawned fewer and fewer ground units as the game progressed.
  • the lane is really wide, so armies will sometimes splinter off and miss each other. While there's a group attacking your base, the rest of your units will be having a skirmish in the lane.
  • a lot of my time is spent picking up tomes. In a multiplayer match, can see it getting ugly between teammates having to share those tomes.
Thanks for sharing. Hope to see another version soon.


Hey thanks for the review, one of the main problems with this map is that people will stray off into the center of the map and the base becomes meaningless, a few of the design choices center around bringing people back to base to give it meaning

Also highly recommend playing multiplayer because that is what I've been play testing around and have been focusing the map around.
  • the last defender (Mountain King for me) doesn't run into the fight. - This is by design, I don't want him pushing the base and winning the game, he is just for defending the base, and mostly because it's cool when you're about to die for the mountain king to come, its a little reference to X hero siege.
  • unit colors hard for me to distinguish friendly and allied units. - Yea I've grown accustomed to the colours, I really like the maroon colours for the friendlies but it conflicts with the red player. Ill have to check if it breaks my triggers if i segment the players to use specific colours. Thanks for the tip, I'll look into it.
  • would be nice to upgrade tech without having to have your hero near the Town Hall. - Yea this is also by design, when playing multplayer, it makes a few people be the 'lumber carriers' and they get tp scrolls/speed scrolls to go back to base quickly. It also makes people need to go back to base, which i think is good. There is a waygate in base to get back into the middle of the map, which you can activate.
  • seems like my base spawned fewer and fewer ground units as the game progressed.- Not sure if this is true, I will have a look and see if there is a bug. Actually that gives me an idea, the starting units will die off and not spawn if each of the 4 farms dies. Gives you a bonus for protecting the farms.
  • the lane is really wide, so armies will sometimes splinter off and miss each other. While there's a group attacking your base, the rest of your units will be having a skirmish in the lane. - There is a choke point in the middle of the map where this wont happen, after that the path splits and units will only go to the left base. Yea this is somewhat of a problem, but I think it's good because it makes the towers in your base more valuable to pick off strays, and makes people need to carry tp scrolls, to always be ready to go back to base.
  • a lot of my time is spent picking up tomes. In a multiplayer match, can see it getting ugly between teammates having to share those tomes. - Yea I understand this and I've seen people fight in a few games, but I actually thing it is a very important (but annoying) feature, along with disabling trading, because it forces people to talk to people, you should notice a lot more chatter in this map then a lot of other maps and this is one of those reasons. It has its drawback don't get me wrong, but I actually prefer people are fighting rather than being silent.
My 3 big tips to succeed are upgrade income early, kill the creep camps because they drop really good items, have a healer.

And about the challenge, the game gets harder and harder as you get longer into the game, and then at a certain point you loose 10% of your max health progressively. You essentially have a timer, so you need to win the game before then. The reason for this is because I hate games that take too long to complete, my goal was to have the game end under 1hr, (unlike a 3Hr Hero Siege).

Really appreciate the feedback, you've given me a quite a few things to think about, thanks!

Opiemonster.
 
Level 2
Joined
Sep 1, 2018
Messages
13
Just survived alone with Blood Mage for 55 minutes. Attached the replay if you're curious.
  • The mana steal from fire arrow is active even when I'm not using it. It's actually better not to enable it, and just enjoy full mana every time your Flamestrike culls a group of skeletons.
  • Due to the lack of units generated from base, the Blood Mages summons are really strong for pushing, setting up flamestrike, creeping, killing bosses...
  • I like that I have to pay attention to enemy unit type. Early on the skeletal mages are killer, but then later the necromancers... you gotta kill on sight.
As you mentioned I think you gotta end this game quick or you're in trouble. Next time I'll more aggressively push enemy bases (backdoor, if I have to).
 

Attachments

  • 55 minute survival - Skeletal Survival.w3g
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Level 2
Joined
Sep 1, 2018
Messages
13
  • Now that many of the bosses have dispel, the Blood Mage's fire spawns are far less impactful and feed too much XP. Opted to play without my last game. Maybe tune down the dispel damage so we have a chance to chain heal? A one-shot every time seems a bit sadistic.
  • With exception to one game when I made a pretty solid push on the main base and deployed tanks, I'm finding that I'm only able to survive about 15-30 minutes, now. If the first boss is Lich, I die within 10 minutes.
  • Also seems like the mobs gain 50%+ magic resistance when a boss is up, is that true? Didn't see an aura effect, but Flame Strike was far less successful.
  • Feel like Searing Bolt doesn't scale well (see table below). At higher levels the spell is unsustainable, and I don't see a good way of increasing my maximum mana pool in a meaningful way. At level 4+, if you don't one-shot the mob with Searing Bolt you lose quite a bit of mana. You can see this in the '2 Shot Kill Restored - Cost' column.
  • Would like to see higher level mobs drop higher level tomes to help with scaling and address aforementioned mana pool issues.
  • AI teammates would be great.
Searing Bolt

Level
CostDamageRestored Damage / Cost(1 Shot Kill) Restored - Cost(2 Shot Kill) Restored - Cost

1
3 20 106.67+7+4

2
8 40 20 5.00+12+4

3
14 60 30 4.29+16+2

4
21 80 40 3.81+19-2

5
29 100 50 3.45+21-8

6
38 120 60 3.16+22-16

7
48 140 70 2.92+22-26

8
59 160 80 2.71+21-38

9
71 180 90 2.54+19-52

10
84 200 100 2.38+16-68

 
Last edited:
1. Entangling roots first silence then roots the enemies in the area. In order to remove the silence part just choose "none" for Targets Allowed.
2. Why does every boss have dispell magic? I root they dispell I reju they dispell I summon they dispell...
3. Since there are invis every time, adding sentry ward item would be nice.
4. The shop where you buy potions and such gets destroyed too often. Moving it a bit closer to the sides so that the enemy won't see it as much as they do now would be nice too.

EDIT:

5. Ranger has a passive chance to banish the attacking enemy. I don't think it fits her character as she is an attacker, not a mage. Maybe chance to faerie fire?
6. The skeletal assassin outpost is getting created more than once(After I've destroyed it, it got back and there were 2 shrines). Is it intentional?
6.1 I got like 4-5 The Skeletal Assassin outpost warning after the first one.

Anyway, I've seen that you are constantly updating and bringing new stuff to the game. The map is getting better and better with each update. Although playing it alone sucks because you just have to defend the castle, therefore, limits your exploration, it is a nice map to play with friends ^^
 
Last edited:
Level 2
Joined
Sep 1, 2018
Messages
13

Key to victory: Axe of Murderous Woodcutting

  • Adds 30% chance to drop wood on kill.
Even with this godly item I still lost (replay attached). Think you have to win this game in under 40 minutes (playing solo, anyways) before tier 3 Undead start spawning, or you have no chance.

This item gives you your best shot at that.

Solo strategy is as follows:
  • After hero selection, sell Ankh of Reincarnation (100g) and buy Boots of Speed, additional mana/health potions.
  • 50 Lumber, immediately unlock the Equipment Shop. This initiates the timer for Advanced Equipment Shop, where you'll by the Axe.
  • Upgrade shop when cooldown is up (200 lumber). You can buy the axe for 120 gold.
  • Upgrade item shop so you can get a Town Portal. Stronger potions are a nice bonus, too.
  • Buy a gem of true sight (assassins).
  • Upgrade barracks for High Priests.
  • Upgrade castle to max tier. Final version should be whichever allows for tank rush.
  • MASS MORTARS (150 lumber each).
  • If you got a good push going, pay for a tank rush (200 lumber).
Other considerations:
  • Upgrade Gold Vault whenever possible, but not before the above steps.
  • Kill creeps to the immediate northeast of base. Mana fountain should be a big help as spells become more costly.
Undecided:
  • Haven't decided if pushing the secondary base is worth the necessary time.
Why do you need to win before Tier 3?
  • Level 3 mobs have twice the HP and have blink -- which means they'll jump past the front lines and decimate your weaker archers and mortars.
  • I haven't played with teammates yet so perhaps a team could take out the Tier 3 units but I have no idea.

Update: finally broke the game (see: 1 hour 54 minute survival.w3g)


Not necessary my own doing.

The Skeletal Assassin spawns are so rapid that if you don't clean them up, the opponent has too many units. Everything comes to a halt, and they stop aggressively advancing.

Eventually the game client totally unravels and you end up with a 0.2 frame-rate.

Right before it all fell apart, there were 3 Level 100 Undead bosses on our doorstep. Guess they were too shy to barge in.

IviTGwQ.jpg


Mass mortars eventually mowed them down.

Tried attaching some save states (at levels 14, 85, 94 and 95) but it won't let me upload .w3z filetypes.

6. The skeletal assassin outpost is getting created more than once(After I've destroyed it, it got back and there were 2 shrines). Is it intentional?
6.1 I got like 4-5 The Skeletal Assassin outpost warning after the first one.

After I destroyed the first outpost, it started adding two outposts at a time. Don't know if it's intentional, but it is maddening.

Colors


I personally think peach helps distinguish friendly units from the Undead Horde. What do ya'll think?

PzXOUsP.jpg


GG18Dau.jpg
 

Attachments

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Last edited:
Level 9
Joined
Oct 6, 2008
Messages
75
Loved the replays, glad to know the game is playable with only 1 player, love the mass fire spawn strategy.
To be honest though I've balanced the game with around 6 people playing, so I wasn't sure it was possible, but
I think you had a good chance of winning and I think you can do it with some fine tuning of your strategy.

BTW, if you hit the cages at camps they can spawn units, and I would say, income and lumber mills are way more powerful with more people.

When I do my next update I will have a look at the colors, and perhaps make the gold/wood income scale based on the number of players.
Oh and I will put a cap on the number of units that can spawn to stop the lagging after a really long game. Glad to know the game lasts THAT long though.
 

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,095
  1. Spells are mostly Warcraft III ones.
  2. Kind of bad that you can only zoom the camera if you are near the town hall.
  3. Neutral hostile and the undead should be neutral to each other to avoid accidental killings.
  4. Troops sometimes return to the base instead of going forth.
  5. How can you know the limit of +1 to a certain unit type?
  6. Scroll of Chaos does not say how much it gives.
  7. Enemy unit diversity is rather thin.
  8. You get the quest about the north western undead base after you destroy it? Same with the other base quest.
  9. I guess bosses repeat themselves but as stronger versions?
  10. How're frogs surviving all this, especially the fiery landscape?
  11. Assassin outposts spawning while the final battle timer is on?
  12. Sylvanas remained after casting Bloodlust/Frenzy while Bloodbane continued south. The hero moves when the next undead wave spawns.

All in all, the idea is neat. It's a real teamplayer. Not very easy especially in the first tries.

Approved.


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Description Guide - Maps
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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Level 9
Joined
Oct 6, 2008
Messages
75
  1. Spells are mostly Warcraft III ones.
  2. Kind of bad that you can only zoom the camera if you are near the town hall. -added zoom command
  3. Neutral hostile and the undead should be neutral to each other to avoid accidental killings. -fixed
  4. Troops sometimes return to the base instead of going forth. -this is because i use melee AI with 30s order to attack base
  5. How can you know the limit of +1 to a certain unit type? -added -stat command
  6. Scroll of Chaos does not say how much it gives. -fixed
  7. Enemy unit diversity is rather thin. -changed color of higher level skeletons
  8. You get the quest about the north western undead base after you destroy it? Same with the other base quest. -you get the quest when you go near the base
  9. I guess bosses repeat themselves but as stronger versions? - its random from a large pool of bosses, sometimes you get duplicates, but rarely
  10. How're frogs surviving all this, especially the fiery landscape? they are demon frogs
  11. Assassin outposts spawning while the final battle timer is on? fixed
  12. Sylvanas remained after casting Bloodlust/Frenzy while Bloodbane continued south. The hero moves when the next undead wave spawns. not sure what you mean by this. Care to elaborate?
All in all, the idea is neat. It's a real teamplayer. Not very easy especially in the first tries.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/

Hey deep, I've updated the game based on your comments and I've made some more improvements. Enjoy.

  1. Spells are mostly Warcraft III ones.
  2. Kind of bad that you can only zoom the camera if you are near the town hall. -added zoom command
  3. Neutral hostile and the undead should be neutral to each other to avoid accidental killings. -fixed
  4. Troops sometimes return to the base instead of going forth. -this is because i use melee AI with 30s order to attack base
  5. How can you know the limit of +1 to a certain unit type? -added -stat command
  6. Scroll of Chaos does not say how much it gives. -fixed
  7. Enemy unit diversity is rather thin. -changed color of higher level skeletons
  8. You get the quest about the north western undead base after you destroy it? Same with the other base quest. -you get the quest when you go near the base
  9. I guess bosses repeat themselves but as stronger versions? - its random from a large pool of bosses, sometimes you get duplicates, but rarely
  10. How're frogs surviving all this, especially the fiery landscape? they are demon frogs
  11. Assassin outposts spawning while the final battle timer is on? fixed
  12. Sylvanas remained after casting Bloodlust/Frenzy while Bloodbane continued south. The hero moves when the next undead wave spawns. not sure what you mean by this. Care to elaborate?
 

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,095
-you get the quest when you go near the base
Oh, but why isn't the quest marked as completed afterwards?
they are demon frogs
They don't look so :D Better use the fel boar if you don't have a nifty frog skin/model. My opinion, of course.
not sure what you mean by this. Care to elaborate?
It's pretty explanatory. Sylvanas and Bloodbane were both coming south towards the player base and Sylvanas cast a spell (I assume it's Bloodlust or Frenzy based because the hero attacked faster?). After the player allied AI lost all troops to the enemy heroes, only Bloodbane continued to move south while Sylvanas waited for the following undead group to spawn to move south. I assume it's because the hero cast that spell that triggered the movement stop, not attack stop because if any unit was near Sylvanas, it would get attacked.
 
Level 3
Joined
Dec 14, 2010
Messages
21
I noticed that trying to play it Solo without rushing Woodcutting Axe is a deathtoll (Like that other guy said) since most of the important upgrades comes from Lumber and not all of us have a lot of friends to play with, I suggest adding AI/bot OR difficulty based on the number of players, would be great if both
 
Level 9
Joined
Oct 6, 2008
Messages
75
I noticed that trying to play it Solo without rushing Woodcutting Axe is a deathtoll (Like that other guy said) since most of the important upgrades comes from Lumber and not all of us have a lot of friends to play with, I suggest adding AI/bot OR difficulty based on the number of players, would be great if both

I've added AI for computer controlled players. Don't expect them to be too clever, but it's something, at least. The game already scales to the number of players. Income will now be diverted to normal players when playing with AI controlled players.
 
Level 3
Joined
Dec 14, 2010
Messages
21
So I've tried it again with the help of 5 AI's and with luck no early lich spawn, I've only invested 4 Food at the beginning and at almost 1 hr in the game, I got to upgrade the attacking units up to 40+, what happened is that they did not need me or the AIs at all after the upgrades, they ended the game themselves with no hero help, the AIs where just going back and forth since there was no one to attack and I ended up picking up tomes until the game ended, I suggest nerfing investment a little, the Early gold cost and lumber cost is fine but I think the amount that it generates over time should be less and less depending on how much Food you have like, if (Food > 25) = Multiplier Rate 200%, if (Food < 25) = Multiplier Rate 150%, or something like that
 
Level 13
Joined
Jul 15, 2007
Messages
759
I had dreams about making a base building team survival thing like this, and you executed it quite well. Good job.

Since the base is the main feature I would have expected more buildings.

Heroes are a bit bland, but i haven't got far enough in the game to give a well-informed verdict just yet.
 
Level 9
Joined
Oct 6, 2008
Messages
75
So I've tried it again with the help of 5 AI's and with luck no early lich spawn, I've only invested 4 Food at the beginning and at almost 1 hr in the game, I got to upgrade the attacking units up to 40+, what happened is that they did not need me or the AIs at all after the upgrades, they ended the game themselves with no hero help, the AIs where just going back and forth since there was no one to attack and I ended up picking up tomes until the game ended, I suggest nerfing investment a little, the Early gold cost and lumber cost is fine but I think the amount that it generates over time should be less and less depending on how much Food you have like, if (Food > 25) = Multiplier Rate 200%, if (Food < 25) = Multiplier Rate 150%, or something like that
I have changed the food mechanics, have another crack at it!
 
Level 7
Joined
Mar 4, 2014
Messages
125
Very cool and unique map u got here, my only big problem with the map is that is way too huge and it takes too much time to walk back and forth just to upgrade the base/buy items, I think it would be very nice if players can use the shops from every distance, so that we don't need to waste time of running like headless chickens all the time(is really painful).:mwahaha:

My second big problem would be the items that drop from skeletons, once again we have to waste time and pick every damn item that drops like(tomes, gold and lumber) from the ground and i find that very tedious..:slp: I wish the tomes/gold/lumber will go right to our hero without falling on the ground, many games have this mechanic and is a very big time saver.

Well other than that the map seems great i guess, keep up the good work!
 
Level 1
Joined
Oct 9, 2018
Messages
1
hey, i'm currently interested in w3 and downloaded this map, its cool. for the singleplayer that i am it was too difficult, since the AI allied heroes wouldn't pick any items (tomes, buy items, stuffs like that)

So i edited the map a bit, for my purposes only, where heroes gain some randoms items every minute and one tome of knowledge every 30s (basic, ik, but it does the job)

If you can improve on this topic (make AI heroes buy items from their actual shops and grab/give tomes on kill, hmmm yummy)

thanks for the hard work!
 
Level 9
Joined
Oct 6, 2008
Messages
75
hey, i'm currently interested in w3 and downloaded this map, its cool. for the singleplayer that i am it was too difficult, since the AI allied heroes wouldn't pick any items (tomes, buy items, stuffs like that)

So i edited the map a bit, for my purposes only, where heroes gain some randoms items every minute and one tome of knowledge every 30s (basic, ik, but it does the job)

If you can improve on this topic (make AI heroes buy items from their actual shops and grab/give tomes on kill, hmmm yummy)

thanks for the hard work!
good work ^_^ single player is low priority for me, I'll do it one day.
 
Level 9
Joined
Oct 6, 2008
Messages
75
1. You can make the passive abilities look passive.
2. I played as Lightning Warrior. His passive, which can cast lightning strike, can be cheated with by clicking stop when he tries to attack. You could avoid that by using DDS.
3. The terrain is lacking and looks empty. Put some stuff here and there.
4. The tomes leave a little model of themselves when used and a lot of them could cause lag. You could avoid that by using Item Cleanup.
5. You could set abilities' hotkeys as QWER
6. The enemy base looks bland. You could add some units or buildings to spice it up.
7. In my opinion, you should be able to rebuild the buildings such as barracks or magic vault.
8. The map is empty too. You could add some secret places maybe quests or enemy bases.
9. You also could add custom stuff if you want.


Check these links:
Damage Detection System by Bribe
Advanced Terraining Tutorial
The Ultimate Beginners Terraining Tutorial
Item Cleanup by Bribe
Button Manager v1.8.2
Complete Icon Tutorial - All About Icons


Hey do you mind updating your review? Since it's the first comment, and the map has improved significantly since then, Thanks!
 
Level 1
Joined
Jan 11, 2019
Messages
4
Hey i played the map on normal difficulty and well it was way too easy the axe and amulet that give chance to drop resources are op and i finished the game without opening the gates because i couldnt find the violet key i guess it would be cool if there was something that would always give you a key.
 
Level 1
Joined
Jan 11, 2019
Messages
4
btw dont you wanna make discord for this map? you could get faster feedback.
 
Last edited:
Level 3
Joined
Apr 1, 2017
Messages
30
upload_2019-5-24_15-49-2.png


theres a bug at the village rescue mission... i honestly dont know how it happened but thats a progress gone there the game crashed after a certain point it kept spawning the rewards + the mobs
 
Level 1
Joined
May 26, 2019
Messages
3
Remove the passive system please. Its hard to know whether poison master regen works or not. But since i played it for a couple of times as poison master, ive never seen his passive works
 
Level 1
Joined
May 26, 2019
Messages
3
h
the 4% regen on the poison master is the only health regen he gets, so the health regen passive doesnt affect him, mana regen still does though.
hi, i did some research about poison master's passive. instead of regen 4% of his health, his regen is based on stamina. So from here we know that his passive wont work the entire game. I have pm with 1000hp but still regen only 1hp like per second.
 
Level 3
Joined
Jun 6, 2011
Messages
31
Been playing the 2.81 and latest version with full house. The newest version got a ton more interesting content and changes, but it's too difficult on Normal. Constantly getting pushed back and having to spend all resources on stuff that will help our survival, nothing on income or we lose. When the second boss arrives, it's basically over. The exp ratio is insanely bad. When we're pushed to our castle, it being at 50% half, people are dead and boss out of mana. About then do we reach lvl 2.
 
Level 9
Joined
Oct 6, 2008
Messages
75
Been playing the 2.81 and latest version with full house. The newest version got a ton more interesting content and changes, but it's too difficult on Normal. Constantly getting pushed back and having to spend all resources on stuff that will help our survival, nothing on income or we lose. When the second boss arrives, it's basically over. The exp ratio is insanely bad. When we're pushed to our castle, it being at 50% half, people are dead and boss out of mana. About then do we reach lvl 2.

Thanks for playing, I've added an easy & very hard mode. Hopefully that will make playing with random lobbies a bit less frustrating.
 
Level 3
Joined
Jun 8, 2018
Messages
29
Thank you for the update, the passif and difficulty adjustements are great.

I notice a new kinda "bug" I think, when your barrack is max level with the max 35 units, you can no longer buy a horse and before the super invincible horse is no more, it make you in obligation of buying a 5 slot horse before buying the lasts units.

Great map for friends !
 
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