Sunken City v2.4.9

This bundle is marked as director's cut. It meets all expectations and excels in every regard.
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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

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Version 2.4.9. [05.01.2023]
Come and play with us in our Discord server! Join here.

General Changes
  • Health Regeneration has been fully triggered and added to the Stats UI.
  • Beast Runestone now grants 4% Pet Damage up from 3%.
  • Disenchanting has been removed from the Enchantress.
  • The Arcane Wares vendor now sells a new item: Mystery Tome.
  • The Attribute Bonus ability now grants a bonus to Primary Attribute and a Secondary Attribute for the hero instead of All Stats. On a case to case basis, depending on the hero, the bonus can still be All Stats.
  • The Dungeon Bonus buff now grants 4/8/12/16 to All Stats up from 3/6/9/12.
  • The drop chance of Tomes from mobs has been increased.
  • Glyph of Class Mastery's effect for Intelligence heroes now instantly restores 8% of maximum mana.
  • Glyph of Class Mastery's effect for Intelligence heroes now regenerates 0,5% of maximum Mana per second down from 3%.
  • Glyph of Replenishment's base mana regeneration has been increased to 1,5 up from 1.
  • Glyph of Replenishment now restores 0,75% of maximum mana instead of 1% of missing mana per second.
  • Glyph of Recovery has been reworked.
  • Glyph of Bloodlet has been removed.
  • A new Support Glyph has been added: Glyph of Provoking.
  • The cooldown of Reset Talents and Reset Glyphs has been reduced to 60 seconds down from 100.
  • Fixed a bug where Glyph of Thunder didn't have reduced proc chance for abilities with base cooldown lower than 5 seconds.

Classes
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Berserker
  • Regeneration's health threshold has been reduced to 40% down from 50%.
  • Regeneration's base healing has been increased to 4 up from 3.
  • Regeneration now provides Health Regeneration instead of healing the Berserker.
  • Regeneration is no longer a Healing Type spellcast.
  • The Blood Craze Talent has been adjusted to reflect the reduction of maximum level to 15.
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Death Knight
  • Unholy Fury now also taunts enemies while in Blood Specialization.
  • Death Grip now also silences for 5 seconds.
  • Unholy Fury now deals 10 times the periodic damage of Outbreak when hitting already affected enemies up from 6.
  • The Breath of Sindragosa Talent now has 7% maximum Health and maximum Mana scaling up from 6%.
  • The Breath of Sindragosa Talent now has 20% proc chance up from 18%.
  • The Decomposition Talent has a new icon.
  • The Blood Tap Talent now reduces damage taken by 20% down from 25%.
  • The Blood Tap Talent health threshold has been increased to 40% up from 30%.
  • The Blood Tap Talent has been renamed to Will of the Necropolis.
  • The Unholy Pact Talent has been replaced with a new talent: Blood Tap.
  • The Heart Strike Talent has been replaced with a new talent: Leeching Aura.
  • The Icebound Fortitude Talent can now proc on attacks against any unit, not just against the Death Knight and his Ghouls.
  • The Icebound Fortitude Talent no longer causes Empowered Rune Weapon to restore health.
  • The Icebound Fortitude Talent now causes the Death Knight to steal mana from units that attack him or his Ghouls.
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Dragon Sentinel
  • Lifegiver Specialization's effect has been reworked.
  • Lifegiver Specialization has been renamed to Preservation.
  • Fire Specialization's effect now increases the damage dealt of all sources of damage by 0,3% of maximum Health down from 0,4%.
  • Burnout now additionally restores health to allies and taunts enemies hit while in Preservation Specialization.
  • Dragon Strike's Taunt duration has been reduced to 1 second down from 2,5.
  • Blazing Shield's passive effect maximum Health scaling for its reflect damage has been reduced to 0,5% down from 0,75%.
  • Blazing Shield's passive effect chance to proc twice has been reduced to 5% down from 8%.
  • Wings of Flame's added chance to proc Blazing Shield twice has been reduced to 5% down from 8%.
  • The Waking Dragon Talent now increases the periodic generation rate of Dragonfury and causes it to scale with Haste instead of doubling the generated Dragonfury during Dragon Form.
  • The Might of the Dragonflights Talent now increases the damage dealt by Magical Type effects by 0,20% per point of Dragonfury up from 0,15%, increased to 25% during Dragon Form up from 20%.
  • The Dragonborn Talent now restores health only to allies within 800 range.
  • The Dragonborn Talent now restores 1,5% of maximum Health instead of 3% of current Health.
  • The Dragonborn Talent's healing now scales up to 3% of maximum Health scaling with current Health.
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Druid
  • Balance Specialization's Mastery scaling has been increased to 0,7% up from 0,5%.
  • The Moon and Stars Talent causes Lunar Strike to deal 12% more damage for each Starfury up from 10%.
  • Fixed a bug where summoned units affected by Wild Growth would deal more damage while wielding the Force of Nature Talent.
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Feral Druid
  • Primal Specialization's Mastery effect now also increases the generation rate of Ferocity.
  • Savage Specialization's Mastery effect now increases the damage dealt of auto-attacks by 0,6% per point of Mastery down from 0,8%.
  • Survival Instincts' Strength scaling for its evasion chance has been reduced to 10% down from 15%.
  • Bear Form now provides Health Regeneration instead of healing the Feral Druid.
  • Stampeding Roar's Tauren Form effect now generates 25% of maximum Ferocity instead of 25 Ferocity.
  • Swipe's damage scaling has been reduced to 130% down from 140%.
  • Swipe's damage no longer scales with Agility.
  • Swipe's damage now gains additional scaling based on current shapeshift Form.
  • Swipe now taunts enemies for 2 seconds down from 2,5 while in Bear Form.
  • Swipe now deals 15% more damage when the enemy health is lower than the Feral Druid's Critical Strike chance down from 20%.
  • Savage Bite's damage no longer scales with Agility.
  • Savage Bite's damage now also scales with maximum Health.
  • Savage Bite's Attack Damage scaling has been increased to 120% up from 100%.
  • Savage Bite now deals 25% more damage if cast when not shapeshifted.
  • Rake now also has a Tauren Form effect.
  • The Razor Claws Talent now has 10% chance down from 15% to register Swipe's damage as an auto-attack and 15% down from 20% chance to register Rake's damage as an auto-attack.
  • The Feral Frenzy Talent now has 10% chance down from 12% for attacks to trigger Swipe and 15% down from 17% for Critical Strikes to trigger Swipe.
  • The Primal Fury Talent now increases maximum Ferocity by 25 up from 20.
  • The Primal Fury Talent now also increases Physical Type effectiveness.
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Hunter
  • Now available for playing.
  • Model and icon have been changed.
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Mage
  • Fixed a bug where Arcane Specialization Mastery effect was providing significantly lower bonus chance to reset than intended.
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Monk
  • Power Strike's Taunt duration has been reduced to 2,5 seconds down from 3.
  • Fortifying Brew now also taunts enemies while in Brewmaster Specialization.
  • Fortifying Brew's evasion chance has been reduced to 4%/6%/8%/10% down from 6%/8%/10%/12%.
  • The Fist of the Wild Tiger Talent now has 40% proc chance down from 50%.
  • The Martial Artist Talent now triggers Renewing Mists' healing at 60% effectiveness up from 40%.
  • Fixed a bug where the Protection of Chi-Ji Talent had an additional unintended effect.
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Necromancer
  • Blood Specialization's Mastery now increases the damage dealt by Corpse Explosion by 10% up from 5%, increased by 0,5% per point of Mastery up from 0,4%.
  • Blood Specialization's effect has been reworked.
  • Bone Specialization's effect now reduces the required ticks for Raise Dead to summon a Skeleton to 4 down from 5.
  • Raise Dead now has to tick 6 times to spawn a Skeleton Warrior down from 7.
  • Raise Dead's Skeleton Warriors now last for 11 seconds down from 16.
  • Raise Dead's mana drained per level of Tombstone has been reduced to 2 down from 3.
  • Raise Dead's Skeleton summons now gain 4 damage per level of Tombstone down from 5.
  • Raise Dead's Skeleton Warriors now gain 20% of the Necromancer's Damage down from 25%.
  • Raise Dead now gains a tick whenever the Necromancer aquires a Blood Globe.
  • Grim Scythe now grants a buff to Skeletal Summons in range, causing them to deal more damage with attacks.
  • The Corpse Explosion ability has been reworked.
  • Tombstone now summons 2 Skeleton Warriors up from 1.
  • Tombstone's Tombstone Aura has been renamed to Crypt Aura.
  • Tombstone's Crypt Aura now causes damage over time.
  • Tombstone's mana cost has been reduced to 30/50/70/90 down from 35/55/75/95.
  • The cooldown of Tombstone has been reduced to 13 seconds down from 15.
  • Teeth no longer grants a passive bonus of 25% Attack Speed.
  • Teeth now grants 10% Attack Speed per enemy hit, up to a maximum of 60% that resets upon leaving combat.
  • The Final Service Talent has been reworked.
  • The Blood Sacrifice Talent has been reworked.
  • The Call of the Grave Talent has been reworked.
  • The Essence from Blood Talent now also reduces the cooldowns of the Necromancer's abilities when taking Blood Globes.
  • The Dark Bargain Talent now grants additional 1% Haste per 2% of missing health down from 4%.
  • The Gravedigger Talent now increases the duration of Tombstone by 3 seconds up from 2.
  • The Skeletal Archer Talent now has 25% chance to spawn a Skeleton Archer down from 30%.
  • The Serration Talent now procs only from summons attacks instead of any damage.
  • The Serration Talent now has 5% chance to proc up from 3%.
  • The Serration Talent now has base damage, scaling with Tombstone Level and scales with Damage instead of Intelligence.
  • The Blood Bomb Talent now detonates up to 3 Skeleton summons, up from 1.
  • Skeletal summons killed by Blood Bomb Talent now cause 2 explosions up from 1.
  • The Bloody Scythe Talent's proc chance has been increased to 60% up from 40%.
  • The Bloody Scythe Talent now causes a Corpse Explosion at a random enemy hit by Grim Scyhte, instead of at his location.
  • Fixed a bug where Raise Dead could gain ticks from various effects while toggled off.
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Paladin
  • Blessed Hammer now also taunts enemies while in Protection Specialization.
  • Crusader Strike's Taunt duration has been reduced to 2 seconds down from 3.
  • The cooldown of Blessed Hammer has been increased to 4,5 seconds up from 4.
  • The Strength scaling of Blessed Hammer has been increased to 40% up from 35%.
  • Ardent Defender now has an additional passive effect which increases Healing taken.
  • Ardent Defender's healing is now a Healing Type effect.
  • The Bastion of Light Talent has been replaced with a new talent: Holy Aura.
  • The Righteousness Talent has a new icon.
  • The Righteousness Talent now has a base healing of 25.
  • The Righteousness Talent now restores 12% of maximum Health up from 10%.
  • The Righteousness Talent now also heals allies.
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Priest
  • The mana cost of Mind Blast has been reduced to 25 down from 35.
  • The mana cost of Void Rift has been reduced to 35 down from 40.
  • The mana cost of Power Word: Shield has been reduced to 0 down from 50.
  • The mana cost of Circle of Healing has been reduced to 25/45/70/90 down from 40/75/110/145.
  • The mana cost of Renew has been reduced to 30/40/50/60 down from 35/60/85/110.
  • The mana cost of Sacred Ground has been reduced to 35/60/85/110 down from 40/70/100/130.
  • Mind Blast's damage now also scales with Hero Level.
  • Sacred Ground's Intelligence scaling has been increased to 18% up from 10%.
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Shaman
  • Fire Elemental now gains 135% of the Shaman's damage up from 100%.
  • Fire Elemental's Lava Burst now triggers for 40% of its damage through Chain Lightning up from 30%.
  • Flametongue Totem's Attack Damage scaling has been increased to 15% up from 10%.
  • Flametongue Totem now gains damage equal to 10% of the Shaman's Attack Damage instead of 10% of the Shaman's Intelligence.
  • The Feral Spirit Talent now procs every 4th attack down from every 6th.
  • The Spirit Wolves spawned by the Feral Spirit Talent now last for 7 seconds down from 12 seconds.
  • The Spirit Wolves spawned by the Feral Spirit Talent's attack cooldown has been increased to 1,6 seconds up from 1,4.
  • The damage of Spirit Wolves spawned by the Feral Spirit Talent has been reduced to 10/16/22/28 down from 12/21/30/40.
  • The range of Spirit Claws of Feral Spirits spawned by the Feral Spirit Talent has been increased to 250 up from 200.
  • The healing of Spirit Claws of Feral Spirits spawned by the Feral Spirit Talent now has a base healing of 5.
  • The Critical Strike of Spirit Claws of Feral Spirits spawned by the Feral Spirit Talent has been reduced to 12% down from 20%.
  • Spirit Wolves spawned by the Feral Spirit Talent now gain 15% of the Shaman's attack damage.
  • The Liquid Magma Talent now grants Agility scaling to Flametongue Weapon.
  • The Wellspring Talent now restores mana equal to 4% of the Shaman's maximum mana up from 2%.
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Siren
  • Sea Tentacles spawned by the Sea Tentacles Talent now have an attack range of 300 up from 120.
  • Fixed a bug where Liquid Arrows had lower Agility and Intelligence scalings that stated in the tooltip.
  • Fixed a bug where the Cleansing Waters Talent was not increasing the mana regenerated by Aquatic Flow.
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Tidewarrior
  • Now available for playing.
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Tinker
  • Inventor's Demolitions effect can now heal the Tinker while below 40% health up from 35%.
  • Fixed a bug where the Critical Strike provided by the Target Locking Talent was not working.
  • Fixed a bug where the Ion Grenade Talent was not doubling the mana scaling it adds when Throw Betty is Upgraded.
  • Fixed a bug where Upgraded Throw Betty would never stun.
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Warrior
  • Protection Specialization's effect now increases Ignore Pain's maximum Health scaling by additional 3% down from 4%.
  • Battle Shout now also taunts enemies while in Protection Specialization.
  • Ignore Pain's maximum Health scaling has been reduced to 7% down from 8%.
  • Ignore Pain now has a passive effect which reduces damage taken from attacks.
  • Bloodthirst's Taunt duration has been reduced to 3 seconds down from 4.
  • Demoralizing Shout now reduces damage dealt from all sources and not just from attacks.
  • The Tactician Talent has been replaced with a new talent: Spell Reflection.
  • The Tenacity Talent is now stronger against Taunted enemies.
  • The Warmonger Talent now has 20% proc chance up from 15%.
  • The Thirst for Battle Talent now has 3 additional effects.


Items
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Items

  • The Stat: Primary Stat category from the Shop has been removed. All corresponding items have moved to the Stat: Primary Attrbute category.
  • A new shop category has been added: Taunting.
  • The gold value of 1 Mana per 5 seconds has been reduced to 45 gold down from 80. Mana per 5 seconds has been increased on most items to adjust it to the new gold value.
  • The gold value of 1 Health per second has been reduced to 45 gold down from 70. Health per second has been increased on most items to adjust it to the new gold value.
  • The gold value of 1% Lifesteal has been increased to 75 gold up from 52.
  • The gold value of 1 All Stats has been reduced to 100 gold down from 110. All Stats has been changed on most items to adjust it to the new gold value.
  • The gold value of 1 Str/Int/Agi has been reduced to 45 gold down from 55. Str/Int/Agi has been changed on most items to adjust it to the new gold value.
  • 4 new droppable items have been added: 1 Uncommon, 2 Rare, 1 Epic.
  • Pridwen, Guard of Tirion's Reincarnation effect has been replaced with a new one.
  • The Mithril Chesguard component item has been replaced with a new component in the Shop: Earthwarden's Mail.
  • The Quickblade component item has been renamed to Light Sword and now uses a new icon.
  • A new component item has been added to the Shop: Tribal Spear.
  • The Energized Shoulderguards component item no longer restores mana when attacked.
  • The Apprentice Robe, Swifty Slippers and Steel Gauntlets component items have been removed from the Shop.
  • The Shamanistic Totem component item has been removed from the Shop.
  • Diabolic Scepter has been replaced with a new item in the Shop: Edge of the Red Court.
  • Springwater Totem has been replaced with a new item in the Shop: Predaplant Thorn.
  • Count's Memento has been replaced with a new item in the Shop: Unbound Power Core.
  • Dragon's Blood has been replaced with a new item in the Shop: Chemical Armor.
  • The Shadow Seal has been replaced with a new item in the Shop: Shoulderpads of Crimson Fury.
  • Unity Ring has been replaced with a new item in the Shop: Sulfuron Gloves.
  • Scroll of Infinite Knowledge has has been replaced with a new item in the Shop: Dinokeeper's Warmace.
  • A new item has been added to the Shop: Celestial Crown.
  • A new item has been added to the Shop: Razorwind.
  • A new item has been added to the Shop: Tol'vir Belt of Life.
  • A new item has been added to the Shop: Fist of the Vindicator.
  • A new item has been added to the Shop: Crown of the Highlord.
  • A new item has been added to the Shop: Staff of Idrassil.
  • A new item has been added to the Shop: Cenarion Axe.
  • A new item has been added to the Shop: Helm of Tyranny.
  • A new item has been added to the Shop: Primalist Ring.
  • Staff of the Last Emperor has been reworked into a new item: Rod of the First Overlord.
  • Vunjo's Masochist Mask has been reworked into a new item: Masochist Mask.
  • Spellbreaker Shield has been reworked.
  • Dragonscale Ring has been reworked.
  • Dragonscale Chestplate has been reworked.
  • Forbidden Seal has been reworked.
  • Stormwarden's Vigil now grants Spell Damage Reduction instead of Mana Regeneration.
  • Soul Lantern now grants 15 Mastery down from 16.
  • Vjolndir now grants 200 mana down from 220.
  • Vjolndir's Frost Aura now reduces attack speed by 18% up from 15%.
  • Vjolndir's Frost Aura now also reduces movement speed.
  • Vjolndir's periodic mana regeneration has been changed to 0,4% of maximum mana from 0,8% of missing mana.
  • Vjolndir's Frost Aura now increases the duration of Taunting effects.
  • Vjolndir has been renamed to Frostguard and uses a new icon.
  • Spectral Boots now grant 8 Mastery down from 10.
  • Spectral Boots now cause any spellcast to taunt a random enemy in 250 range instead of having "Q" spellcasts taunt all enemies in 200 range.
  • Spectral Boots have been renamed to Gladiator's Insignia and use a new icon.
  • Ursoc's Claw now also provides increased Taunt Duration.
  • Ursoc's Claw now reduces damage taken from all sources while stunned, rooted or cursed.
  • Nightborne Pendant now also grants Primary Attribute.
  • Nightborne Pendant's effect now grants Mastery scaling with Hero Level instead of Primary Attribute.
  • Nightborne Pendant now also has a refund mana effect.
  • Husk of Nordrassil now grants 5 Armor up from 4.
  • Husk of Nordrassil now increases the healing taken from Healing Type effects by 18% up from 15%, increased to 30% for your own healing effects up from 25%.
  • Runesword's Runic Shield now causes attacks to restore mana instead of increasing attack speed.
  • Coldspine Rod now reduces the damage taken from Chilled enemies by 13% up from 10%.
  • Runesword's Runic Shield now absorbs spell damage equal to 10% of maximum health down from 12%.
  • Arcpower Stone now provides a bonus of 30 to a Secondary Attribute up from 25.
  • Arcpower Stone no longer has a refund mana effect.
  • The range of Staff of Kil'jaeden's Pain Aura has been increased to 540 up from 500.
  • The range of Signet of the Swarm's Locust Swarm has been increased to 540 up from 500.
  • Icecrown Ring's cooldown is now 12 seconds up from 10 seconds when triggered below 40% of maximum health up from 30%.
  • Mok'Nathal Vestment now grants 180 Health up from 150.
  • Greatstaff of Elune now grants 160 Mana up from 120.
  • Nature Guardian now grants 120 Mana down from 160.
  • Gladius now heals nearby allies when the wielder is above 75% health instead of while at 100% health.
  • Staff of Dark Rituals now grants 16% Spell Damage Reduction up from 15%.
  • Gladius now grants 8% Haste down from 10%.
  • Ardite Impaler has a new icon.
  • Signet of the Swarm has a new icon.
  • Lightbringer has a new icon.
  • Moon Scythe's Moonlight Aura should no longer affect Invulnerable units.
  • Pridwen, Guard of Tirion now also increases the duration of Taunting effects.
  • Earthshaper's recipe components have been changed.
  • The Sanguine Gaze droppable item now deals damage equal to 4% of the stored amount down from 10%.
  • Fixed a bug where Skyfeather Crown would cause summoned units to have transparency for their models under certain conditions.
  • Fixed a bug where the Wizard's Hood droppable was providing the wrong amounts of stats.
  • Fixed a bug where Eye of Discord would not work for Strength and Intelligence heroes.
  • Fixed a bug where the Ocean Chestplate droppable item was not regenerating the correct mana amount with its effect.
  • Fixed a bug where the Stone of Jordan droppable item would grant bonus to Primary Attribute.
  • Few droppable items have been reworked.

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 v2.4.9 (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 6
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 6
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Oct 10, 2009
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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
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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
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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 6
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Oct 10, 2009
Messages
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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
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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
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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
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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
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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
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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 23
Joined
Jan 29, 2010
Messages
1,963
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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Messages
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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
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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
34
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
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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
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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
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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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