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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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  • 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

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    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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  • 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. SpasMaster

    SpasMaster

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    The Gladius bug will be fixed in the upcoming version. =)
     
  2. lokharke

    lokharke

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    Hi, spasorc, I played korgar solo (1.8.3) and i felt that it was easier than before (1.8.2). There is nothing in the changelog about korgar. ? did u do? increase base stats, make creeps weaker??? Also i noticed some creeps have been replaced like the creeps beyond stone bridge that activates after stepping on 2 stones.
     
  3. SpasMaster

    SpasMaster

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    There have not been any changes to difficulty that I can think of. The creeps, however, are different because they are random spawns. This means that some creeps will be different each game. :)
     
  4. man2ok

    man2ok

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    where can i find the key for the magical pen wall (west centre).
     
  5. doubtful

    doubtful

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    great map.
    You guys should create an RPG out of it.
    There are way to many heroes for an rpg map. You can combine them and their skills to create heroes with more diversity in builds.

    EDIT:
    After playing the map some times in BN with random people.

    Question:
    When can we save?

    The map is too long to be finished with one play. takes too much time. Something should be done for it.
     
    Last edited: Aug 13, 2014
  6. UchihaBeast

    UchihaBeast

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    currently playing with my friends
    but we completely got stuck at the password '3'
    anybody has any ideas how to open it?
    we complete almost the quest
    only finding the lost goblins left
     
  7. SpasMaster

    SpasMaster

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    Simply save the game from the menu? >_>
     
  8. muzzel

    muzzel

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    You could also play in a virtual machine and freeze it or take a snapshot. Yea or just save..
     
  9. Vunjo

    Vunjo

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    Is too hard. Requires basic knowledge of Warcraft 3 in 2014, nobody has truly discovered this game yet.
     
  10. ZSaber

    ZSaber

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    I seem to recall something about wc3 not saving the triggers properly. For many other complex RPG/crawler styled maps I've played there are certain problems when you reload. For example some heroes with complicated skills or certain quests will mess up after you reload. Particularly VRPG.

    Does anything like this happen for Sunken City?

    If not horray, I can take turns. So no more 5 hours-straight runs (which tbh has been the major problem with this map for me and my friends).

    Btw, nice map. I played back in the 9.x days and it nice to see how much you've changed it over the years with all that polish. Though it was still a good map back then, just I seem to remember we found too many exploits.


    Diabolic scepter nerfed to oblivion... 200hp fits for this map, but it's not really worth the gold cost anymore.
     
  11. SpasMaster

    SpasMaster

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    I promise you - no problems will happen if you load. :)
     
  12. Arthimus

    Arthimus

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    I'm a big fan of this map I've been playing Sunken city occasionally with friend but mostly by myself- Thanks for making it a bit more single player intuitive by the way with furbolg summons and a starter orc buddy- I was wondering if the Deathknight's model has ever been in question of being changed? Its not bad and there are only a few small issues (polymorph making weapon disappear) but seeing a Orc in Warrior S2 pvp gear , T6 Onslaught pve, doesn't say DK to me It says, well, warrior. Just a question I was wondering about. If you pay mind to me I'd be grateful! Oh yeah love the Shadow Knight Very close with the DK in terms of favorite strength, but I really wish he wasnt a lump when his skills are on CD (being a Health based caster) Maybe a bit of STR scaling love for Shadow Knight or something?
     
  13. robizeratul

    robizeratul

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    tyr's wrath recipe is incomplete...what's the third item?
    EDIT: after restarting the game it worked. This is a nice update!
     
    Last edited: Aug 23, 2014
  14. Melshisedek1

    Melshisedek1

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    In it's genre very good. I just tried it.

    Nice terraining.
     
  15. MogulKahn

    MogulKahn

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    Are you planing on making map similar to this?
     
  16. doubtful

    doubtful

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    You mean RPG map? If so i also have the same question:)
     
  17. SpasMaster

    SpasMaster

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    I've had a few other projects in the past, none of them were RPG and none of them managed to get completed unfortunately. Nowadays I am casually updating this, I don't think I have the will and passion to start something new from scratch. This map however - it will continue to get worked on in the forseeable future. :)
     
  18. Onholyservicebound

    Onholyservicebound

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    Great map, up until I died, not that there's anything wrong with dying, I enjoyed the challenge offered in a lot of the encounters. Love the heroes, and the levelling system is pretty much perfect, however, instant kill trap deaths, are terrible imo. Bad design that is catastrophic for ironman playthroughs, and a very anti-climactic end. It would be cool if instant kill traps were replaced with something like damage traps. In any case, not possible to save online games(?), so well over an hour of gameplay was tragically cut short by random trap death..

    Didn't even have a cool effect to let me know what happened..how unfortunate. Still a great map despite that kind of hiccup, definitely looking forward to playing again with a new hero, speaking of which, are instant kill traps like that common?(Might give myself max lives on next play.)
     
  19. SpasMaster

    SpasMaster

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    These traps can easily be spotted since they are always accompanied by skulls and braizers. Damage-only dealing trap is too forgiving. Imagine the scenario where someone gets in there and survives at 10% hp; "Lol, I failed at observation, but thankfully I am still alive." If you survive that trap once, you'll never die at it again. Ever.

    It is possible to save any game (online, single player, lan, you name it) via the Warcraft 3 save menu. As stated hundreds of times here in this thread - warcraft 3 save option exists since the release of Warcraft III and works perfectly with this map.

    Thanks for your comments. I'll try to improve visibility and readability of traps, but keep in mind - these traps are there to make every player be careful with each and every step he takes, to show you that there is danger everywhere, otherwise it would become too... hmm.. "safe"?

    Anyways, let me know how your next game went and also, as a research for me and for yourself answer this after you finish next time: "Did you fall into the same traps again?"

    hf ;)
     
  20. andrejoss

    andrejoss

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    Master chamber

    I played the map with my friend. We were playing it slowly so it took us about 5 hours to complete the whole map and then we stayed in the map for an hour longer just to find how to open those doors at master chamber. After searching for an hour we couldn't find anything. Can you give us some hints or tips ? Also we couldn't find Feric's key. (we were thinking that behind some doors that needed Feric's key would be the answer but we couldnt find it anywhere) and yes we know about the place where you need torch but when we get there we still dont have that Feric's key