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Sunken City v2.4.6b

Submitted by SpasMaster
This bundle is marked as approved. It works and satisfies the submission rules.
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Powered by Bribe's Damage Engine
[Hosted Project Page | Forum]


  • INFORMATION
    Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

    Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
    Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
    Amount of Heroes: 21
    Maximum Level: 18

    Easy Normal Hard Hell Insane
    Enemy Handicap
    100%
    120%
    150%
    185%
    230%
    Enemy Bonus Damage
    0%
    30%
    80%
    130%
    170%
    Enemy Bonus Armor
    0
    3
    5
    7
    10
    Enemy Bonus Attack Speed
    0%
    15%
    25%
    35%
    40%
    Easy Normal Hard Hell Insane
    Bonus Gold per Kill
    0
    0
    1
    1
    2
    Bonus XP
    0%
    0%
    1%
    3%
    5%
    Bonus Drop Chances
    0%
    10%
    15%
    20%
    30%
    Starting Gold
    100
    125
    150
    200
    250

  • CHANGELOG
    Latest Changelog

    [​IMG]
    Version 2.4.6b [Hotfix] [03.11.2020]
    Classes
    [​IMG] Death Knight
    • The Icebound Fortitude Talent now restores health when the Death Knight casts Empowered Rune Weapon instead of when a unit gets Frozen.
    • The Icebound Fortitude Talent now restores health equal to 25% of maximum mana up from 20%.
    [​IMG] Demon Hunter
    • Immolation Aura no longer states its periodic damage in the tooltip.
    • The tooltip of the Relentless Hunt Talent now states the correct Attack Damage scaling.
    [​IMG] Druid
    • Fixed a bug where Druid had slightly less HP in Tree of Life Form.
    [​IMG] Necromancer
    • Fixed a bug where the Necromancer's Attack Damage scaling for Raise Dead was not working.
    • The Magical Type classification has been removed from Teeth.

    Items
    [​IMG] Items

    • Fixed a bug where Black Raven was not dealing spell damage.
    • Treasure Bags no longer have a stacking cap.


    [​IMG]
    Version 2.4.6a [Hotfix] [30.10.2020]
    General Changes
    • Fixed a bug where Taunt Toggle was not working correctly.

    Classes
    [​IMG] Demon Hunter
    • Fixed a bug where Immolation Aura interfered with the Metamorphosis ability order.
    [​IMG] Necromancer
    • Fixed few tooltip errors with Raise Dead's description.
    • Bone Specialization's Mastery effect has been reworked.
    [​IMG] Priest
    • Fixed a bug where a portion of Renew's healing wouldn't be applied when proced by the Dome of Light Talent.
    • Fixed a bug where the Dome of Light Talent could apply Renew even if the ability wasn't learned.

    Items
    [​IMG] Items

    • Scrolls of Experience no longer have a stacking cap.


    [​IMG] Version 2.4.6. [29.10.2020]
    Come and play with us in our Discord server! Join here.

    General Changes
    • Fixed a bug with the Damage Engine where effects that ignore enemy armor would permanenetly increase it in certain cases.
    • The range of the Nightmare Strike ability of Cevius should now better match the ground indicator.
    • Kergaloth's Chamber can no longer be accessed before killing all of its guardians.
    • Kergaloth is now invulnerable until his cinematic plays out.
    • A new ability has been added to the Backpack: Taunt Toggle.


    Classes
    [​IMG] Berserker
    • Fixed a bug where Stormpike would disable Blood Fury and cancel certain abilities.
    • Fixed a bug where Venomous Axes was still doing spell damage for its main damage.
    [​IMG] Demon Hunter
    • Fixed a bug where the Metamorphosis ability would stop working.
    • Fixed a bug where the Fallout Talent's bonus damage for Immolation Aura was slightly higher than intended for its periodic damage.
    • Fixed a bug where the periodic damage of Immolation Aura was higher than intended.
    [​IMG] Dragon Sentinel
    • Fixed a bug where Lifebinder was restoring extra health when the Dragon Sentinel attacks.
    [​IMG] Druid
    • The Intelligence scaling for the added flat healing of Tree of Life Form has been reduced to 5% down from 8%.
    • Lunar Strike now additionally has the requirement for the target to have Wisp Guardian in order to stun during Tree of Life Form.
    • Wisp Guardian now reduces enemy armor by 3 down from 4.
    • Wisp Guardian's maximum mana scaling for its damage has been increased to 10% up from 8%.
    • The Lifebloom Talent now increases the healing of Nourish when targeting units with Wild Growth by 30% down from 35%.
    [​IMG] Feral Druid
    • Ferocity is now reset to 0 when changing Specializations.
    • Fixed a bug where the Son of Ursoc Talent would not refresh the duration of Stampeding Roar if it was affected by the Savage Roar Talent.
    [​IMG] Monk
    • Fixed a bug where the Agility scaling of Fortifying Brew was not working.
    • Fortifying Brew's base evasion chance has been increased to 6%/8%/10%/12% up from 5%/6%/7%/8%.
    • Fortifying Brew's active effect now increases the effectiveness of the passive effect by 50% down from 100%.
    [​IMG] Necromancer
    • Teeth now correctly states that it is a Magical Type effect.
    • Teeth now has 40% of Intelligence scaling instead of 40% of Attack Damage scaling.
    • Grim Scythe's Intelligence for its passive effect has been increased to 35% up from 30%.
    • Tombstone no longer increases the damage summons deal to enemies affected by its debuff.
    • Excess ticks towards Raise Dead will now always carry over for the next rotation.
    • Taste of Blood now lasts for 6 seconds down from 7.
    • Taste of Blood now reduces damage taken by 10% down from 15%.
    • Taste of Blood is now 50% stronger on the Necromancer and his summons down from 100%.
    • Units affected by Taste of Blood now takes 40% of Transfusion's instant healing down from 50%.
    • Raise Dead no longer levels up passively.
    • Raise Dead now drains 3 mana plus 3 per level of Tombstone instead of 2 mana plus 4 mana per level of Raise Dead.
    • Skeletons spawned by Raise Dead now have 5 attack damage plus 5 per level of Tombstone plus 25% of the Necromancer's Attack Damage instead of 10/17/25/32.
    • Skeletons spawned by Raise Dead now have Armor equal to 50% of the Necromancer's Armor.
    • Skeletons spawned by Raise Dead now have 140 health plus 50% of the Necromancer's health instead of 360/720/1080/1400.
    • Skeletons spawned by Raise Dead no longer have mana and the Hallowed Touch ability.
    • The Skeletal Archers spawned by the Skeletal Archer Talent now have 0,6 seconds lower attack cooldown instead of dealing 50% more damage.
    • Instead of having only 50% of the health of Skeletal Warriors, the Skeletal Archers spawned by the Skeletal Archer Talent now gain 30% of the Necromancer's health and don't gain any armor.
    • The Serration Talent no longer reduces the attack cooldown of Skeletal summons. (This effect was also found to have not been working so far.)
    • The Hour of the Dead Talent now contributes 1 tick towards Raise Dead down from 2.
    • The Life from Death Talent has been reworked.
    • The Blood Bomb Talent has been reworked.
    [​IMG] Priest
    • Void Rift and Mind Blast tooltips now state the correct damage they deal.
    [​IMG] Rogue
    • Fixed a bug where Vendetta was dealing 100% of the accumulated damage instead of 50%.
    • Fixed a bug where the Mastery scaling for both Specializations was not working.
    • Fixed a bug where the Killing Spree Talent would not reset the cooldown of Shadowstep if the target was killed by Shadowstep.
    [​IMG] Tinker
    • The Uberspanners Talent now has a base damage of 4 and gains additional 15% of the damage dealt by the attack down from 20%.
    [​IMG] Warlock
    • Havoc Aura now restores 20 health plus 3% of affected units maximum health instead of 15 plus 4% of affected units maximum health.
    [​IMG] Warrior
    • Fixed a bug where Ignore Pain would ignore all damage before it could reduce the remaining absorb amount.
    • Fixed a bug where Ignore Pain's buff would not disappear when the absorb amount was depleted.
    • Fixed a bug where Bloodthirst could still interrupt Channeling effects when cast from distance.
    [​IMG] Windmaster
    • Fixed a bug where the bonus Attack Damage added to Windstorm from Storm Specialization was not being modified by the Centripetal Force Talent.
    • Fixed a bug where the bonus Attack Damage added to Tornado from Storm Specialization was not being modified by the Raging Storm Talent and the single-target damage bonus.


    Items
    [​IMG] Items

    • Dragonscale Chestplate now correctly has the Shop Item attribute.
    • Elemental Orb's Use cooldown has been reduced to 1 second down from 8.
    • Fixed a bug where Saberclaws could invalidate certain effects in the game.
    • Rejuvenation Potion now correctly stacks up to 5 times up from 2.
    • Fixed a bug where Blackrock Hammer would not stun the attacker in certain situations.
    • Ardite Impaler's bonus to critical strike damage no longer stacks on the same item.
    • Fixed a bug where Scroll of Experience could experience stacking glitches.


    Archives

  • FEATURES
    • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
    • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
    • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
    • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
    • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
    • Quests: Embark quests that give you side objectives throughout the game!
    • Challenges: Complete difficult optional challenges for additional rewards.
    • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
    • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
    • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
    • Gold System: Players in Sunken City share the Gold gained by killing creeps!
    • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
    • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
    • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

  • SCREENSHOTS

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    [​IMG]
    [​IMG]

  • TRAILER

  • HEROES

    Intelligence Heroes Strength Heroes Agility Heroes
    Shaman [1]
    Druid [2]
    Priest [3]
    Mage [4]
    Necromancer [5]
    Warlock [6]
    Witch Doctor [7]
    Warrior [1]
    Paladin [2]
    Death Knight [3]
    Monk [4]
    Tidewarrior [5]
    Dragon Sentinel [6]
    Tinker [7]
    Rogue [1]
    Hunter [2]
    Feral Druid [3]
    Windmaster [4]
    Berserker [5]
    Demon Hunter [6]
    Siren [7]

  • CREDITS

    I would like to thank the following people:

    Note:
    There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


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Contents

Sunken City v2.4.6b (Map)

Reviews
Moderator
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies....
  1. Koalovoice

    Koalovoice

    Joined:
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    I had no time yet to play version 6.9, so i dont know if these bugs were fixed.
    - With the legendary item for int heroes you get +1 int for deniying creeps. We were pyromancer and pala (with the item to spawn skelettons) and druid was farming +300 int.
    - Pyromancer ulti says it has 90 sec cooldown, but its just like 10 seconds. So i could make an army of fire spawnlings and druid could kill them all.
    - Item Greed says it has the ability to transmute units, but after you buy it says, that you gain 2extra gold for each kill.

    Other things:
    Imo the summons are too weak. Like the Pyromancer ones. The deal like 14-28 dmg and have 300 hp. I think they should scale with agility or have a passive like ursa furry swipes. Same think for Druids Treants and Hunters pets.
    The Hunter is imo one of the weakest Heroes. The only one without even 1 passive or scaling skill. I liked him more, when he had his Critical Strike. Also the piercing damage is bad, so that our tank did more damage then me. So i think you should swap Multishot (which is Kind of useless , with a passive). And let the Pets Level Up/ scale with ur stats etc.

    Else the Map ist fine, could just need more Bosses

    4/5
     
  2. Souless

    Souless

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    dumb


    In my opinion hunter is underpowered... it's even one of my fave heroes :)
     
    Last edited: Sep 3, 2011
  3. weakspot

    weakspot

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    how do i get pass on that death pit?? :vw_wtf:

    EDIT: okay i saw it already
     
  4. Leonanhil

    Leonanhil

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    Im playing ver6.2 i stuck in front of a rolling stone door when i go close it says:

    You should check Main Throne Hall behind you...

    where is Key/leaver/etc. exactly?
    :goblin_wtf:
    pleas answer me

    and it was better if all players get gold cuz we have insult for money!:ogre_haosis:

    5/5
     
  5. SpasMaster

    SpasMaster

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    You must go there:

     
  6. Koalovoice

    Koalovoice

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    Still no buff/remake to the hunter :p
     
  7. SpasMaster

    SpasMaster

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    I've been working on my new project so I had time just to do some bugfixes.
    I promise serious changes though :)
    When? Can't tell you, I for myself don't know.
     
  8. defskull

    defskull

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    Wow new project ?
    Cool!
     
  9. TwoVenomous

    TwoVenomous

    Joined:
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    have played your map with my sister. here is some reviews :

    Pros :
    1. Replayable map with many hero choices.
    2. likes the coloured items
    3. good terrain
    4. nice models
    5. great abilities

    Cons :
    1. there are some monster that attacking each other.. i've the screenshot for them, but i don't know how to post it because i'm newbie :(
    2. i used Shaman, and my sister used Alessia.. somehow we can kill monsters without getting touched because of the narrow places or even gates that blocking its way
    3. shield of honor descripts that when we equipped it, it will boosts damage to you and your allies by 15 % .. but it boosts nothing for sure..
    4. spamming text messages when we got dying (lol it's so annoying)
    5. i brought along many books and quest items so that i left many useful items because i'm afraid that the books and quest items will be in charge later.. you should add one more backpack only for books and quest items
    6. epic items should be extremely strong and gain lot of bonuses.. but the item named "Ace of the super good" just give a lesser bonuses i think..
    7. there are some dead bodies that not decaying and disappear..

    since the map is nice, i will not count the cons.. hope you reconsider about the cons..
    5/5 for your map :thumbs_up: +rep
     
  10. SpasMaster

    SpasMaster

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    Thanks for your comment and I will fix the bugs right away!

    About the cons:
    1.The image upload is kinda complicated. First you must upload the image in Imageshack. Then use the BB Codes to link the image here.
    2.You chose two really powerfull heroes to play with. I know the map is soloable by two players, but how many lives did you choose to have?
    3.Will get fixed.
    4.The Shaman along with all other Intelligence heroes are healers. In order to maintain every player alive, their screen gets spammed when someone is going low. You can clear messages by typing -clear :)
    5.Some quest items remain after they are used. It's intentional and you should know when an item is no longer needed. Else you can leave it next to a shop and if it is needed go back.
    6.Ace of the Super good is one of the best Intelligence items, with its +20 bonus. For this map +20 Intelligence is a lot. :)
    7.Thats intentional. Creep bodies disappear slowly so it can be more realistic.

    I will look into quest items, but not now. I am kinda busy. Perhaps later on I will add one more backpack or something similar.

    Thanks for your comment again. See ya around =)
     
  11. TwoVenomous

    TwoVenomous

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    since it was my first time playing your map.. i choose the one with infinite lives XD... but later i will play with different choices because like what i said it's "replayable".

    i played your map far enough till i don't know what to do.. because there was a rolling stone door that said "u must check the behind throne hall" or something like that,, that's just make me do nothing and finally left the game that my sister was bored waiting for my searching .. is the rolling stone door had something to do with the obelisk that hold the golden key ? i got confused there :vw_wtf: and there was an item i got from moving within a grave and it said that "this is the remain of urn.. bla..bla..". may be you could give some more explanation about that :ogre_hurrhurr: .. just curious...
     
    Last edited: Sep 24, 2011
  12. SpasMaster

    SpasMaster

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    Try to give me bigger images, I can see nothing here :( Still if you dont want to bother its ok. =)

    About the door and the Throne Room. People have asked me about it before you in page 15 of the comments. Still I will explain again.

    So, in the previous page you will see a picture with the location of an item - an Urn. Take this Urn to the Throne Room and use it infront of an obelisk THERE. In the Throne Room. This will allow you to continue.
     
  13. TwoVenomous

    TwoVenomous

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    sorry for not noticing other player's comment and thank you very much for the explanation.. i'm just one step into that, but unfortunately i left the game without saving :ogre_frown:
    i will retest the map ,review it and wait for the next version :ogre_haosis:

    here are the screenshots.. i have rescaled it.. :D

    [​IMG]

    [​IMG]
     
  14. SpasMaster

    SpasMaster

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    And btw, playing the map with reveal cheat is not cool. : /
     
  15. Rufus

    Rufus

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    The paladin is very cool! And a very cool map too!
     
  16. Mike7742

    Mike7742

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    Really good map, I like the gameplay. Few concerns I have are:

    1. There really is no 4th Legendary item. There's just the hammer, bow and staff. If there is a 4th, I have absolutely no clue how to get it or where it is. And we went through everything.

    2. Idk if you're revamping the island or not but there's an area labeled "Sewers Exit" but no entrance. Also the final boss giving a weapon from the rack is almost useless because there's nothing after him. I know in earlier versions there was a small extra island to fight on to get to the end but not in the new vers.
     
  17. javadn

    javadn

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    my frineds and i play this map and now we are somewhere we cant go ahead anymore ! i guess we must find a key , a golden key we killed everything found all of the hidden places but there was no key !
    where shall we search for it ?
     
  18. SpasMaster

    SpasMaster

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    The golden key is not needed to move on. And I can't tell you where to go, after you don't explain me where exactly you are. Give me a screenie or something so I can explain. : /
     
  19. LionsRawr

    LionsRawr

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    Guess this is my first post to the forum but i just wanted to drop by and add my 10c review to it :)

    I'd just like to start off by saying that this map is ABSOLUTELY phenomenal. The game you have created is rather superb in many ways. You have made a highly commendable effort here; as such my criticisms are only intended for the purposes of aid and help.

    The Positives

    First Impressions:
    So many maps I have played fail to do this, yours does not. Immediately upon opening there is a cutscene (this is good)! The starting point is where you first get how good the map is. In this map the player sees a variety (12) CUSTOMLY MODELLED DESIGNED HEROES WITH UNIQUE SPELLS/ABILITIES, this is what makes maps good. Furthermore, just above is the Orc Chief displaying custom/interesting items in his inventory. This inspires good first impressions. Well Done:)

    Heroes:
    12 uniquely made heroes, custom spells and all that jazz. Excellent. The only thing missing is a repick, not critical though. The heroes (the ones we tested) all had interesting (most importantly different from std. w3) spells often with added effects such as shaman passive lightning. This was an area well done!

    Items:
    A large variety of highly unique and interesting items, often befitting the theme of your map. This was another solid effort. This was further improved through the excellent item creation system, complimenting the casual drops from the monster. The item ranking system also worked very well (yay for -stats :)).

    Terrain:
    Simply flawless. Commendable effort in this dept. Need I say more.

    Boss Fights (Save one...)
    For the most, your boss fights were well done. There were issues with some... but I'll get to that later. For the majority of the time, each boss fight had an interesting scripted event which made it unique and to some degree a challenge. Making the player forced to fight in a certain away to avoid taking immense damage (Firelord a prime example:)).

    General 'Unqiueness'
    Another area in which you excelled. The random events such as traps and altars all lent your map a great sense of unqiueness, making it more interesting to play. The altars were certainly an excellent idea for stat boosting and the possible chance of items. On the subject of items, the item chance drop from monsters (chance or scripted?) worked really well throughout the map. The puzzles, levers etc... were all well done adding depth. They worked well in letting the player know what he was looking for (the elven bow locked away needing the key... for example). The little gold carrier was cool too ahah :)! As were the tents, serving a dual purpose for a bug fix (not that it happened)!

    The Negatives: Not that they detracted from the experience too much

    The Lore/Story: My MAIN Issue.
    The way you created your map with the story on the forums of the rising mysterious islands and the introduction (not that i can remember it well now) made it seem there was going to be a good, underlying story behind it all. For the purposes of this, I'll refer to two other maps that were highly similiar (although yours was better slightly than both). CastleOrange's 'Explore the Ruins' http://war3.incgamers.com/?p=mod&m=9677 (A GAME I HIGHLY HIGHLY RECOMMEND YOU PLAY IF YOU ENJOYED THIS, IT IS SIMILIAR IN ALMOST EVERY ASPECT A GOOD 3 HOURS OF FUN) and 'Treasure Cave (Cove?)'. Both maps had you start out stranded upon and island/temple. Progressing through the game, gradually revealed to you the well designed lore and history of the place (ultimately a tragic demise of a powerful civillisation through various means'). This back story was revealed well through diaries, events and other means that you encountered as you progressed through the map. This gave the sense that your actions were somehow going to culminate in something exultant (which they did.)

    The gradual revelation of the past and history of the place you were in made the game more interesting, resulting in you actually achieving some sort of meaningful victory against evil or w/e.

    I felt that you had tried to incorporate elements of this in your map. The altars, the feron and ferics tomb. The white writing describing past battles etc... yet it just felt kinda superfluous. You get that the overarching sense like ok something went down here a long time ago, big battle or what not. But it never really comes to fruition, you never learn details about the lore or past in any great depth. Whether or not this was a focus for you or not, I'd thought I'd point it out. The ending was just... ok go time now woo, no cut scene or anything just victory, but it was more of the boss before... which leads me to the next problem.

    The Final 'Boss':
    The reason I didn't like this was for multiple reasons. Out of nowhere (yes there were minor references to him) with no real lore/story of any major kind we run into this Kalendednon (cant remember his name sorry). The major evil or what not for this temple, though i have no idea what happened long ago really or what he did. But yes, he is the final boss. Surprise! The cut scene was annoyingly stupid (and buggy i got teleported to the orc base and he was talking to nobody our characters weren't on the camera) i cant even remember what he said but I think it was kinda dumb and unecessary like 'ah yes i am big evil' the most annoying part was this though "you guys are puny"... we had just killed every single living thing in the temple. Kinda weird. His script isn't that exciting he attacks then disappears to the top and casts an easy to dodge blizzard and spawns weak ass elementals. For a final boss I expected more. He was just weak in general, but this leads to the final problem moreso.

    Balance:
    You had it right up to about level 9 or so. Then we got the fire hammer of GGNESS. At level 10 and with the FIREHAMMER OF GGNESS it was all too easy. Every mob/boss became food. I don't know if this was intended or not but it was easy after level 10. We got the OP weapons and proceeded to have no more troubling fights. Maybe it's because we picked the two most OP characters (idk havent tested them all we had shaman and rogue). Everything becomes way to weak, even the last boss. Imo he needs an extra 10k hp more armor more damage and more scripted spells. He is just too easy, the water elementals die quick and the blizzard is dodgeable by a 2 year old. He became more of a chore than a real challenge. The difficulty needs to be ramped up sufficiently once you've cleared out all the level 6 and 3 area.

    Misc:
    Not much to say here. Amongst just this. FIX THE TYPOS!!!!! Such an excellent map with such dedication put into it does not need typos... (the witch dr. book is one i remember). Typos are a personal hate, so easy to fix and i can understand why they are there, but such a well polished map, typos just drive me insane! Actually there were TWO things. One was the sewer exit, there was no sewer. Lastly, there was a gate down near the bottom right corner with runes on it, it was near the teleporter which takes you the twin corridor. Whether or not it was a bug, we could smash it down but not go through it... annoying.


    Overall, i loved this map solid recommendation to anyone who wants to play a high quality and well polished map. The best in its genre of 'warchaser style' followed closely by Explore the Ruins and Treasure Cave. Well Done SpasORc. Wonderful Map all up.

    91/100 :)
     
  20. SpasMaster

    SpasMaster

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    First of all thanks for your detailed review, I rarely get those. Thanks!

    Now let's move on the actual review. I am really glad you liked the map and paid attention to so many things. This makes me feel good. ^^

    1.The story: Belive it or not, I hate it. The things is that this map is older than one year than a half, so as time passed I started to add elements of a story. Tiny thing after tiny thing and you get to that mess, which only I can understand... I tought about it recently, and if you saw I just introduced quests. I mean... just. They are really new and I will add lots of them in the future and perhaps that will help me a lot in giving a clearer view over the story which actually has a potential of a good one.

    2.Final boss: Back, back, back at version 1.2 I think a friend of mine - CWeener who helped me when I could do literraly nothing in the damn editor. He made that boss and he worked just perfect. As time passed and the map drastically changed bug, after bug appeared due to the immense changes. I was doing my best to fix them and keep the fight up, but it still bugs. I am making a new version at the moment (I have some questions for you abt it), so I think I could do a lot about that boss in it.

    3.Balance: That's a complicated situation. If your read the comments before yours, you would see many people complaining that the map becomes impossible at its late stages. And I know exactly the issue. First off: when you are playing with 2 players instead of 3, it really breaks many things. First --> You are really weak and progressing slowly at veginning but the lack of a third player makes your XP go boooom, so at the middle and late game you start to own. Playing with 3 players makes it really balanced, or atleast way more balanced. And yes, Rogue is just... :X No comment. Pwns everything. End of. :D

    4.Typos: Man, belive it or not, recently I started making tons of them. I can't write 2 words without a typo. The "backpsace" button has become my favourite. That's totally my fault and I am sorry about it. (I bet that after you read this you found another 100 typos). I know how to write, just something is wrong recently. :(

    5.The maps you suggested: Treasure Cave is one of my favourite maps. It even gave me ideas which I tweaked and made into the map :). I will try the other one when I have time :)

    6.Questions for you: I am working on a huge.... I mean HUGE version. I am completely remaking the hero pickup system, by adding lots of space. Space for new heroes. What do you think about it? Do you think more heroes would be good for this map. What kept me from doing it before was that I ahd to remake the system and also I can't add anymore Horde-like heroes. They must be something new and different. I am really up to the challenge, but having a, let me think... an elemental or some kind of mercenary as a hero... would it be cool? I dunno. I want more heroes. Tell me what you think.

    P.S. Shaman is the best hero I made. Why? Cause I love shamans and when I am making the shaman I add the spells that please me the most. So, that's the most interesting hero to play... like the map maker's hero :D

    Thanks for your comment, +rep for the nice review.