Sunken City v2.4.7

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INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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



EasyNormalHardHellInsane
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%

EasyNormalHardHellInsane
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

Version 2.4.7. [20.02.2021]
Come and play with us in our Discord server! Join here.

General Changes
  • Sunken City can now only be played in Classic Mode.
  • The Shop System has been overhauled and utilizes a custom UI.
  • Major optimizations have been done to the Damage Engine.
  • Target Dummies model has been changed. Now includes more attachment points to show more visual effects.
  • Various Auras in the game no longer create the blue circle visual effect under affected units to reduce visual clutter and improve performance.
  • Sources of spell damage are now colorized in tooltips.
  • Random Demon spawns are now disabled during the final boss cinematic.
  • The damage of Atal'ai has been increased to 400 up from 350.
  • The armor of Atal'ai has been increased to 20 up from 10.
  • Defeating Atal'ai no longer rewards lives.
  • Cevius must now die before the door he guards can be opened.
  • Glyph of Supremacy has been reworked.
  • The proc chance of Glyph of Thunder has been increased to 20% and 14% for abilities with cooldown higher than 5 seconds up from 18% and 12% respectively.
  • Glyph of Replenishment now restores 1 mana plus 1% of missing mana up from 0,75 plus 0,6% of missing mana each second.
  • Glyph of Class Mastery's effect for Intelligence heroes now restores 3% of maximum mana per second up from 2%.
  • Glyph of Class Mastery's effect for Strength heroes is now a Healing Type effect.
  • Glyph of Clearcasting now restores 2 mana plus 0,75 per Hero Level up from 2 mana plus 0,5 per Hero Level.
  • Glyph of Mindhaste now reduces the cooldown of all abilities by 0,2 seconds down from 0,3.
  • Glyph of Bloodlet now causes your hero to consume the Blood Globe unless it would overheal.
  • Fixed a bug where certain summons would spawn with 1 more damage than intended.


Classes
Berserker
  • Regeneration now has a base healing of 3.
  • The Leeching Poison Talent now has 5 base healing.
  • Blood Fury now states that the self inflicted damage is treated as spell damage.
  • Fixed a bug where the Blood Hunter Talent was not always procing.
  • Fixed a bug where Regeneration was restoring health equal to half of the intended value.
Death Knight
  • Icons have received high res updates.
  • Fixed a bug where Death Grip was still Taunting even with the Taunting toggled off.
Demon Hunter
  • Havoc Specialization's Mastery effect now increases the proc chance of Chaos Nova by 8% plus 0,5% per point of Mastery from 10% plus 0,4% per point of Mastery.
  • Chaos Nova's damage has been increased to 50 up from 40.
  • Fueled by Pain now requires 55 ticks to trigger Immolation Aura down from 60.
  • The mana cost of Throw Glaive has been reduced to 15 down from 25.
  • The mana cost of Fel Rush has been reduced to 15/30/45/60 down from 20/35/50/65.
  • The mana cost of Immolation Aura has been changed to 20/40/60/80 from 25/40/55/70.
  • The base damage of Fel Rush has been increased to 80/150/220/290 up from 70/130/190/250.
  • The Agility scaling of Fel Rush has been increased to 160% up from 150%.
  • The Demonic Visions Talent now also increases the tick rate of Immolation Aura by 10%.
  • The Illidari Knowledge Talent now increases the damage dealt of Magical Type effects by 0,5% per point of Intelligence up from 0,4%.
  • The Demonic Power Talent's chance to cause Immolation Aura's periodic damage an additional time now has a 15% chance to proc outside of Metamorphosis up from 0% and 25% chance to proc during Metamorphosis down from 35%.
  • The Infernal Force Talent has been reworked.
Dragon Sentinel
  • Now has a new model.
  • The mana cost of Burnout has been reduced to 25 down from 30.
  • The mana cost of Dragon Strike has been reduced to 15/30/45/60 down from 20/35/50/65.
  • The mana cost of Blazing Shueld has been reduced to 10/20/30/40 down from 20/30/40/50.
  • The mana cost of Lifebinder has been increased to 20/35/50/65 up from 20/30/40/50.
  • Burnout's base damage has been increased to 25 up from 20.
  • Burnout's Strength scaling has been increased to 130% up from 115%.
  • Firebreath deals 30% more damage down from 40%.
  • Blazing Shield's active effect Strength scaling has been increased to 110% up from 100%.
  • Blazing Shield's passive effect no longer has Strength scaling.
  • Blazing Shield's passive effect now has 0,75% maximum health scaling up from 0,5%.
  • Wings of Flame now grants additional 8% chance to proc twice down from 10%.
  • Destruction Specialization's effect's Strength scaling has been increased to 115% up from 100%.
Feral Druid
  • Stampeding Roar now also has a Cat Form effect.
  • The mana cost of Stampeding Roar has been increased to 20 up from 15.
  • Survival Instincts's cooldown is now reduced whenever the Feral Druid evades an attack.
  • Survival Instincts is now correctly registered as Healing Type spellcast.
  • The cooldown of Survival Instincts has been increased to 9 seconds up from 10.
  • Swipe is now a Normal ability. Damage and scalings adjusted accordingly.
  • Swipe's visual effect has been changed.
  • Savage Bite is now a Levelable ability. Damage and scalings adjusted accordingly.
  • Savage Bite's damage now scales with Agility instead of maximum Health.
  • Savage Bite's Armor and Attack Damage bonuses now scale with the ability's level.
  • Rake's visual effect has been changed.
  • Rake's Attack Damage scaling has been reduced to 8% down from 10%.
  • Rake now also has 1,5% maximum Health scaling.
  • Rake's tick rate now scales with Haste.
  • Rake now also has a Bear From effect.
  • Ferocity is now generated at a rate of 12 per second up from 10.
  • Ferocity generation now scales with Haste.
  • Savage Bite and Swipe can now consume Ferocity while above 40 down from 50.
  • Savage Bite and Swipe can now consume up to 80 Ferocity down from 100.
  • Survival Instincts and Rake no longer contribute to Ferocity generation.
  • Bear Form's periodic healing has been reduced to 25% of Agility down from 30%.
  • Bear Form now grants 180 Health plus 20 per Hero Level down from 200 Health plus 20 per Hero Level.
  • Fixed a bug where the Feral Druid would gain 10 extra health upon leveling up if he is in Bear Form.
  • Primal Specialization's Mastery effect has been changed.
  • Guardian Specialization's Mastery effect has been increased to 0,8% per point of Mastery up from 0,5%.
  • Savage Specialization's Mastery effect has been increased to 0,8% per point of Mastery up from 0,5%.
  • The Primal Fury Talent has been reworked.
  • The Rend and Tear Talent has been reworked.
  • The Dreamwalker Talent has been reworked.
  • The Razor Claws Talent has been reworked.
  • The Savage Momentum Talent has been reworked.
  • The Son of Ursoc Talent has been reworked.
  • The Feral Frenzy Talent now has 12% chance to proc for auto-attacks.
  • The Feral Frenzy Talent now has 20% chance to proc for Critical Strikes down from 25%.
  • The Fresh Wounds Talent now also increases the damage of attacks by the amount it heals for.
  • The Savage Roar Talent no longer grants Lifesteal.
  • The Guardian of Elune Talent is now also 50% effective for its mana restoration when the source is a Lesser Creature.
  • The Maim Talent now reduces Armor by 4 for 5 seconds up from 3 for 4 seconds.
  • The Maim Talent now reduces the cooldown of Savage Bite instead of increasing its damage.
  • The Predator Talent has been replaced by a new talent: Shred.
  • The Master Shapeshifter Talent has been replaced by a new talent: Strength of the Wild.
Mage
  • Fixed a bug where the burst damage of Living Bomb was lower than intended.
  • Living Bomb's tooltip now states the correct Intelligence scaling amount.
Monk
  • Power Strike no longer interrupts the target's attack.
Necromancer
  • Skeleton Archers no longer have mana.
  • Skeleton Warriors now spawn with 1 base Armor up from 0.
  • Skeleton Warriors now spawn with 160 base Health up from 140.
  • Skeleton Warriors now spawn with 8 base Damage up from 5.
  • Skeleton Warriors with Hallowed Touch now have a visual effect attach to them to indicate the presence of the passive.
  • The AoE of Tombstone has been increased to 300 up from 275.
  • Fixed a bug where the Gravedigger Talent was not spawning an additional Skeleton Warrior.
Paladin
  • Fixed a bug where the Blessing of Might Talent was not providing additional Attack Speed.
Priest
  • Now uses a new model.
Rogue
  • The base damage of Fan of Knives has been increased to 65/130/195/260 up from 60/120/180/240.
  • The Attack Damage scaling of Fan of Knives has been increased to 50% up from 30%.
  • The Agiltiy scaling of Fan of Knives has been reduced to 25% down from 70%.
  • The Surprise Attack Talent now grants 15% Critical Strike down from 20%.
  • The Surprise Attack Talent now prevents Shadowstep from consuming Ambush.
  • Fixed a bug where the Vanish Talent was not restoring health upon going into Stealth.
Shaman
  • Feral Spirit's healing is now a Healing Type effect.
  • Feral Spirit's healing is now equal to 35% of damage dealt down from 40%.
  • Fire Elemental's animation delay has been reduced.
Siren
  • The Queen of the Sea Talent has been reworked.
  • Fixed a bug where the Inner Core Talent was not reducing the base attack speed of Sea Elementals.
  • Fixed a bug where the Tidecaller Specialization effect was not working.
Tinker
  • Fixed a bug where Pocket Factory would sometimes one more Clockwerk Goblin than intended.
Warlock
  • Model now has smaller selection box.
  • The health of Felguard has been reduced to 350/650/950/1250 down from 380/730/1080/1430.
  • The attack damage of Felguard has been reduced to 14/23/32/41 down from 15/27/39/51.
  • Felguards now gain 35% of the Warlock's maximum health as their own up from 20%.
  • Felguard's Blood of Mannoroth ability now also causes Felguards to deal more damage with attacks equal to 15% of the Warlock's attack damage.
  • Siphon Life now resotres 18 health per second to the Warlock when targeting an enemy up from 14.
  • Demonwrath's healing is now has 60% effectiveness for the Warlock up from 50%.
  • Life Tap now states that the damage dealt is spell damage.
Warrior
  • Arms Specialization's Mastery effect now increases the damage dealt by Bloofthirst and Whirlwind by 10% up from 5% plus additional 0,6% per point of Mastery up from 0,5%.
  • The base damage of Bloodthirst has been reduced to 75/150/225/300 down from 80/160/240/320.
  • The base damage of Whirlwind has been reduced to 55/120/185/250 down from 60/130/200/270.
Witch Doctor
  • Now available for playing.
  • Has been adjusted to all systems added in 2.4.5.
  • Now has a new model and icon.
  • Armor Type changed to Unarmored.
  • The Soul Conduit ability has been removed.
  • The Soul Harvest ability is now a Normal ability instead of Levelable and now scales with the Witch Doctor's maximum mana.
  • The Voodoo Mantra ability has been reworked.
  • The Plague Toad ability has been reworked.
  • The Vile Spider ability has been reworked.
  • A new ability has been added: Ancient Ward.
  • The Addling Toad Talent has been reworked.
  • The Tiki Army Talent has been reworked.
  • The Hex Talent has been reworked.
  • The Ravenous Spirit Talent has been reworked.
  • The Spiritual Touch Talent has been reworked.
  • The Horrify Talent now gives allies chance to evade attacks from debuffed enemies instead of giving enemies chance to miss.
  • Horrify Talent's visual effect has been changed.
  • Horrify Talent's proc chance has been increased to 6% up from 5%.
  • The Superstition Talent now reduces the damage taken from spells by 15% down from 20%.
  • The Soul Funnel Talent's damage has been changed to 60 plus 120% of Intelligence plus 20% of current mana instead of 100/200/300/400 plus 120% of Intelligence plus 5% of maximum health.
  • Five new Talents have been added.


Items
Items

  • Stalwart Shield has a new name and icon. Stats remain the same.
  • Vampiric Scythe has a new name and icon. Stats remain the same.
  • Heart of Life has a new name and icon. Stats remain the same.
  • Spirit Crown has a new name and icon. Stats remain the same.
  • Crude Staff has a new name and icon. Stats remain the same.
  • Rejuvenation Globe has a new name and icon. Stats increased to 4 Health per second, up from 3 Health per second. Price adjusted accordingly.
  • Gloves of Haste are now of Uncommon Quality.
  • The recipe components of Diabolic Scepter have been changed.
  • The recipe components of Bloodreaver Scythe have been changed.
  • The recipe components of Nightfall have been changed.
  • The recipe components of Shroud of the Nathrezim have been changed.
  • The recipe components of Soulstealer have been changed.
  • The Equip effect of Chromatic Hourglass has been reworked.
  • Heart of Aman'thul has been replaced with a new item: Forbidden Seal.
  • Ursoc's Claw healing is now Healing Type.
  • Faerie Charm's visual effect has been changed to reduce visual clutter and improve performance.
  • Fixed a bug where Vunjo's Masochist Bug was not affected by Taunt Toggle.
  • Nature Guardian now correctly appears in the Buffs/Debuffs shop category.
  • Fixed a bug where Soulstealer's first Equip effect was 50% weaker on bosses instead of the intended 65%.
  • Fixed a bug where Stopwatch was granting 7% Haste instead of the intended 8%.
  • The proc chance of Serpent Staff has been reduced to 40% down from 50%.
  • Scepter of Tides now has an active effect which removes the currently spawned orb.
  • Fixed a bug where Arc Striking's bonus with Runic Gauntlets was not calculated properly.
  • Fixed a bug where certain effects would overwrite the effects of Witchwood Cane.
  • Dragonscale Leggings no longer deal spell damage.


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

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility 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.


Contents

Sunken City v2.4.7 (Map)

Reviews
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...

Moderator

M

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.
Over 100 different traps, puzzles and such like obstacles all over map.

After 2 years of constant improvements and never ending updates,
time has come for this special honor. Enjoy.

Map Status: Approved
(6/5) ★ Director's Cut ★
 
Level 16
Joined
Oct 10, 2009
Messages
1,425
screenies will be coming soon.

Version 1.4 Brought A LOT to this map that it was lacking, just look at the changelog. :p

I'm writing up a new description for the map as we speak, so it should be up soon. :)
 
Last edited:
Level 10
Joined
Dec 8, 2009
Messages
654
Review by ACdestinydream



Score system

your map would be given points as in the following criterias. The number at the side are the total score you can get from that aspect.

Description [10]
Creativity [15]
Triggering [15]
Playability [5]
Object Managing [10]
Terrain [15]

Overall [70]



description


Description [10]
This aspect determines how much work you have put into your map's description.

1~3 You did not put enough work into it.
4~7 It looks good, but it lacks screenshots etc.
8~10 It is just that perfect! Keep it up!

Creativity [15]
This aspect determines how much creatvity you have put into your map.

1~5 This map is obviously copied.
6~10 This map lacks some creativity.
11~15 You have thought of many ideas and it is quite creative with many different things which others do not have. Good job!

Triggering [15]
This aspect determines how much triggering work you have put into your map.

1~5 This map is full of leaks and it have many bad triggers.
6~10 This map have quite alot of leaks yet it is still playable.
11~15 This map have little leaks and uses good triggers.

Playability [5]
This aspect determines whether your map is fun to play or not.

1~2 Boring game with little/no help given.
3~4 Quite a fun game yet the playability is not there yet.
5 This map is fun and enjoyable.

Object Managing [10]
This aspect determines how well you have put in custom models/icons to fit your map.

1~3 Wrong usage of custom models/icons and bad tooltips/missing tooltips.
4~7 Custom models were used correctly but there are still some bad tooltips.
8~10 Little/no mistake in tooltips or icons.

Terrain [15]
This aspect determines how well did you terrain your map.

1~5 Bland terrain/doodad spammage/bad looking places/wrong usage of tiles
6~10 Some of the doodads were used correctly and some of the terrains were bad looking.
11~15 Great usage of doodads with good placement of different buildings etc.



Overall:
1~10 1/5 map rating with a Reject. [No rep]
11~20 2/5 map rating with a Reject. [No rep]
21~30 2/5 map rating with an Approve. [No rep]
31~40 3/5 map rating with an Approve. [No rep]
41~50 3/5 map rating with an Approve. [+rep]
51~60 4/5 map rating with an Approve. [+rep]
61~70 5/5 map rating with an Approve. [+rep]




My review of Sunken City v1.4.


Description [6/10]

It describes nothing about the gameplay itself with no screenshots.

Creativity [10/15]

Its another hack&slash with mindless killings.

Triggering [7/15]

Little/no triggers are needed in these kinds of maps and the spells are all wc3.

Playability [1/5]

It gets so boring after completing half the game that i quit.

Object managing [8/10]

I see some models that replace the original models.

Terrain [8/15]

Terrain isnt really important but it is still lacking,

personal comment:
i feel that you should increase the playability because it gets really, really boring. Add events.


Overall = 6 + 10 + 7 + 1 + 8 + 8 = 40/70 (3/5 rating with approve and rep)


Final rating: 40/70 (3/5 map rating + approve + rep)

Reviewed by ACdestinydream. Please contact me if you disagree with my review or you want me to review your map again.
Cweener asked me to review it. hope i am not too harsh :/


EDIT: 7/15 because theres hardly any triggers.

EDIT2: tooltips problem settled, +2 score and + rep ;)
 
Last edited:
Level 16
Joined
Oct 10, 2009
Messages
1,425
It is yellow and red. All tooltips give all necessary information and highlight the important stuff in red. I don't see any problem with your review except there. I wrote each one, and know that each Ability tooltip is accurate and gives needed info.
 
Level 4
Joined
May 20, 2009
Messages
97
The maps itself is great but..

I really didnt like soloing it i died about 1/3 of the kills i had to 1/4 so the map is very great in environment and texture i love that but possibly adding a shop or two of buyable things and instead of making this just a hero vs random nagas and sea things turn it into an rpg or some kinda quested thing

5/5 for map itself :thumbs_up:
2/5 for the ability to solo it, maybe its just me and i suck but it was hard :thumbs_down:
 
Level 4
Joined
May 20, 2009
Messages
97
I have an idea you could make different types of maps ya know? Like this is sunken city
now make deserted dessert or something ya know? thtd be a tight series :p try to add shops please and possibly if u have 2 items you can combine them into 1 strong item like dota (i hate dota btw) but thts a neat idea
 

SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
1,932
Thanks for commenting togera90. I really disagree with the things you said.

1.The map recommends 3 players, and it's really hard with 2 players. 1 player is hardly passable and boring.
2.There ARE shops. I don't know how long you played, or how far you reached, but there are like 10 shops till the end of the map. Also the map contains many item drops.

Anyways, the idea about combining items is great and I'll look into it. Today I released v.1.5. You proubably played v.1.4. which is pretty old ;)

P.S.: Do not double post, it's against the rules. Use EDIT button instead :)
 
Level 16
Joined
Oct 10, 2009
Messages
1,425
actually 1 player in 1.5 is now impossible. (period) There is no way, because there is a bridge in the beginning that now requires two people to step on levers at the same time.:)

EDIT; okay, there is ONE way. but, I'm not gunna say it, because it involves exploiting my lazy triggering xD
 
Level 3
Joined
May 26, 2010
Messages
47
Looks strangely like a map I played back in the day called Treasure Cave...

Regardless, I'm going to try it


EDIT: nevermind it merely looks similar
 
Level 3
Joined
May 26, 2010
Messages
47
You seriously need to remove the blink ability from the rogue. It allows him to go anywhere unhindered. And before you say that the content that he can blink to is too challenging, he can easily blink into a secluded room and hog tomes and items. That pretty much killed the game for me and my friends when we tried this. Nevertheless, it's a good map, albeit the puzzles are a bit unchallenging.

4/5


EDIT: yeah the terrain is really similar, I just thought it might be a ripoff lol
 

SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
1,932
Well, I was thinking pretty much about the rogue, pretty long time and recently I decided to remove it. I am sorry that it caused problems, but I was hoping that people will use it properly, not to bug the map. Anyways. It will be gone really soon.

EDIT: And, also: The map is warchasers-styled, not puzzle based. The puzzles shouldn't be the main concept of the game like in Treasure Cave, but an addition. So I decided to have puzzles but not really hard ones. :)

EDIT 2: My map was started long before Treasure Cave. I saw it like 4 days ago, I didn't try to copy the terrain.
 
Level 3
Joined
May 26, 2010
Messages
47
Well, I was thinking pretty much about the rogue, pretty long time and recently I decided to remove it. I am sorry that it caused problems, but I was hoping that people will use it properly, not to bug the map. Anyways. It will be gone really soon.

EDIT: And, also: The map is warchasers-styled, not puzzle based. The puzzles shouldn't be the main concept of the game like in Treasure Cave, but an addition. So I decided to have puzzles but not really hard ones. :)

EDIT 2: My map was started long before Treasure Cave. I saw it like 4 days ago, I didn't try to copy the terrain.


Ah, okay, it's all good then. I'll play the new version when you release it and put a review up.
 

SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
1,932
They actually, really dissapeared. The problem is there that I might actually deleted them (accidently).:thumbs_down: Anyways they were pretty outdated so, I will post new ones. Really thanks for noting that one Light Bolt. I was pretty sure they are fine. :)
 

SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
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Yeah, Bloodlust is pretty changed from the one in Melee games, and aslong as the Warrior has "Rage" which increases attack speed, he doesn't need it. Paladin has far too big damage to get increased speed, and the agility heroes....are Agility heroes :D Their attack speed is pretty fast.:wink:
 
Level 3
Joined
Nov 20, 2008
Messages
66
Hi, good map, here are a couple of things you might want to check out:

1- The door on the left of the map, the one close to the "small beach" with a 10th level deeplord dropping + 5 ring, can actually be destroyed, making the platforms pretty useless.

2- When using a shared character of a player who left, you can't use boats or zeppelins. The only way you have to finish the map is buying a teleport rod and keep teleporting where your main character goes.

These are the bugs I found, but I think there are two things that might be improved:

1 - PLATFORMS. man, it's really annoying getting stuck on a level with no way out except getting killed. You may use teleporters instead or fix the triggers for the platforms, so they won't move unless a character moves and STAYS on them.

2 - SPACE. Seriously, a bit more room would be GREATLY appreciated, I lost count of the number of times I had to tell people to move.

This said, you did a good job, 4/5!
 

SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
1,932
Hi, good map, here are a couple of things you might want to check out:

1- The door on the left of the map, the one close to the "small beach" with a 10th level deeplord dropping + 5 ring, can actually be destroyed, making the platforms pretty useless.

2- When using a shared character of a player who left, you can't use boats or zeppelins. The only way you have to finish the map is buying a teleport rod and keep teleporting where your main character goes.

These are the bugs I found, but I think there are two things that might be improved:

1 - PLATFORMS. man, it's really annoying getting stuck on a level with no way out except getting killed. You may use teleporters instead or fix the triggers for the platforms, so they won't move unless a character moves and STAYS on them.

2 - SPACE. Seriously, a bit more room would be GREATLY appreciated, I lost count of the number of times I had to tell people to move.

This said, you did a good job, 4/5!

Thanks for your comment mate!

So:
1.The door you are talking about had to be destroyed by the players in earlier vesions and there were no platforms, but I decided that having them, would make it more interesting.
2.Zeppelins are not used for my map, don't know how you bought them after they cost wood. :D And, I think that there is no way to make share units go in your boat even with trigger. If the player had to leave, save the map and continue later :)

Bugs:
1.Yeah, I had pretty much reports about platforms and I tryed to fix it, but triggering is not my power. I am sorry for them and I will keep trying to make a lever for them or something like that. And by the way if you get stuck it's not necessary to die. The platforms work like that: "A unit enters the platform -> increase/decrease level". So until I find a way to fix it, ask your friends to step on it and it will rise up :)
2.About the space: There really are narrow areas, but they usually (80% of the times) Don't include battle. Narrow places are there for items/levers. I will look into it though.

Again thanks for the comment! :wink:
 
Level 3
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Nov 20, 2008
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2.Zeppelins are not used for my map, don't know how you bought them after they cost wood. :D And, I think that there is no way to make share units go in your boat even with trigger. If the player had to leave, save the map and continue later :)

I travelled around like crazy with your zeppelins mate. :) I think, though I am not sure, it might be because of the wood you get selling certain artefacts. Speaking of money, we eneded up having 5 divine hammers among the 2 of us and literallly trashed anything that stood in our way, bosses incuded (we even gave them a chance to attack, since they were always stunned).
Maybe you could think of limiting it to one or two, just to make the map more challanging.

Keep up the good work
 
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Level 1
Joined
Dec 1, 2010
Messages
1
Nice game, alittle short for my taste but who am i to judge?, the game itself is a basic rpg/dungeon so those who dont get it are stupid tbh, the pathways in-game are good, alittle messy but good none the less and are easy to get around without getting stuck, what would have made this game alittle better for me would have been:
*bigger areas to explore and not so tight, it was easy to tell where to go, but it would have been better to wonder around for yourself instead of paths being made for you.
*a bigger invintory, coz i love having me my items =P (no im nt a item whore $M =P)
*more skills to choose from and as you leveled you would get less choice
*also for the map you could have had dungeons within dungeons so it would make the game last longer because you would keep going and going into dungeons (obivously there would be a limit)
*more items and recipes

All in all a great game and fun to play i give it a 7/10
 
Level 3
Joined
Jun 25, 2006
Messages
35
1.Make button to pass cinematic on begin like esc!

2.Make map playable for solo players - get rid of armor damage thing, make hero do 100% to all and make all heroes have hero dmg and revive time same all the time!

3.Most of recipes dont give counted stats like armor ex. item 5 armor + item 3 armor = should give 8 armor not less i saw that in lot of you recipe items!

4.Stucked after geting shadow key on the way to boat it tped me in some room one time and after that once more and hero get stucked on begin of room!

Btw: Like map and concept of adventure!

Finished map it was good fun and good for spending time :D its preatty easy to finish it solo only begin is hard just take roug and buy item with lifesteal and thats it!
 
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SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
1,932
1.Make button to pass cinematic on begin like esc!

2.Make map playable for solo players - get rid of armor damage thing, make hero do 100% to all and make all heroes have hero dmg and revive time same all the time!

3.Most of recipes dont give counted stats like armor ex. item 5 armor + item 3 armor = should give 8 armor not less i saw that in lot of you recipe items!

Btw: Like map and concept of adventure!

Thanks for your comment. :)
1.The thing with the cinematic is that I wanted players to know how they got in this place. Not just skip a part of the story.

But when you play the map 2 or 3 times it really gets annoying, yes.
I'll look into it.

2.Since I started the map, I wanted it to be everything but soloable. Teamplay is aways enjoyable and makes every map interesting. I am sorry but this is not happening :p

3.Even with the items you get atm, in the last 15-20 mins of the map your hero is overpowered. Rarely you can see someone dying after level 15. And this is not a bug. It's intended. But sure, I might increase some item's stats.

Haha. Nice poll!

Anyways, went in and fixed a few grammar errors in the map's description for ya!
It looks good!
I'll download the new version soon!

Btw, I looked everywhere and I can't close the poll. I saw what I wanted. People wante moar!!!
So, close the poll if you can :) Thanks.

P.S.: Rest in peace old changelog. You will never be forgotten. <3 :D
 

Vunjo

Hosted Project: SC
Level 13
Joined
Jul 1, 2010
Messages
1,342
When I see how much people love it, I realise I must add DPS meters in it, yap, I guess my map is screwed, changing plans to this map. There, much better xD

EDIT: Unprotected lol w00t? xD
So, if you didn't change anything after posting this version, can I add those stuff here?
 

SpasMaster

Hosted Project: SC
Level 19
Joined
Jan 29, 2010
Messages
1,932
I love this map/ she is unprotected a good thing for learn thanks ...

Thanks for noticing mate. That's the reason it's not protected. It happened to me to play a map, see something cool, but I was not able to understand how it was made.

And by the way, I requested one system recently, which records damage and DPS. This will make the game even more competitive. But the guy who made the system doesn't want it to spread, so the map will become protected soon. :(
 
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