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Sunken City v2.5.1c

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
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Powered by Bribe's Damage Engine
[Hosted Project Page | Forum]

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

186388-albums6607-picture72240.png

Version 2.5.1c [Hotfix] [26.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Keeper of the Grove.

Classes
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Shaman
  • Fixed a bug where Chain Lightning was not affected by effects that interract with "Q" Spellcasts.

Items
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Items
  • Pot of Greed will no longer display a debug message upon purchase.
  • Fixed a bug where taking control of a Neutral unit while a Player has Dragonslayer would result in an unintended Attack Damage increase.


186388-albums6607-picture72240.png

Version 2.5.1b [Hotfix] [23.10.2024]
General Changes
  • Tooltip fixes.
  • Sharing units will be disabled while interacting with the Apothecary.
  • Fixed a bug where Flat damage modifiers were calculated after Armor and Spell Damage Reduction calculations.

Classes
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Feral Druid
  • Guardian of Elune Talent's effectiveness when taking damage from Lesser Creatures has been reduced to 30% down from 50%.
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Shaman
  • Fixed a bug where Chain Lightning was dealing significantly less damage than intended after v2.5.1a.
  • Fixed a bug where the Chain Lightning Passive effect stopped working after v2.5.1a.
  • Fixed a bug where the Leader of the Clan Talent stopped working after v2.5.1a.
  • Fixed a bug where the Stormstrike Talent stopped working after v2.5.1a.
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Warrior
  • The Spell Reflection Talent now has an internal cooldown of 0,1 seconds per player.
  • The Thirst for Battle Talent's healing is now 25% effective when healing allied units and heroes down from 50%.
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Witch Doctor
  • Ancient Ward's Poison Specialization effect now has 10% maximum Mana scaling down from 15%.

Items
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Items
  • The Voodoo Lounge shop no longer sells droppable items.
  • Edge of the Red Court now grants 6% Lifesteal up from 5%.
  • Edge of the Red Court now grants 8 Mastery up from 7.
  • Edge of the Red Court now grants 6% Critical Strike down from 8%.
  • Edge of the Red Court now grants 10 Attack Damage down from 12.
  • Edge of the Red Court now increases the effectiveness of Lifesteal instead of granting more Lifesteal scaling with Mastery.
  • Edge of the Red Court now increases Critical Strike damage by 0,60% per point of Mastery down from 0,75%.
  • The stats of the Qiraji Talisman droppable item have been reduced.
  • The stats of the Heavenly Shoulderpads droppable item have been increased.
  • The increased healing effectiveness of the Heavenly Shoulderpads droppable item has been reduced.
  • The Seal of Anubisath droppable item has received an additional effect.
  • Fixed a bug where Pot of Greed would sometimes not remove other Shop Items when acquired.
  • Fixed a bug where attempting to equip the Pot of Greed of an allied Hero would prevent you from buying Shop Items.
  • Fixed a bug where the Blade of Cruelty shop item was not granting Critical Strike.


186388-albums6607-picture72240.png

Version 2.5.1a [Hotfix] [19.10.2024]
General Changes
  • Tooltip fixes.
  • Fixed a bug where failing the Heavy Metal Challenge would fail the No Disintegrations Challenge and will still be possible to complete.
  • Fixed a bug where the Talents and Glyphs units could hold regular items.

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
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Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
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Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
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Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
full
Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
full
Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
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Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
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Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
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Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
186388-albums6307-picture71865.jpg
Items
  • Locked Chests can now drop the Legendary droppable item.
  • Treasure Bags can now drop the Legendary droppable item.
  • The drop chance of the Legendary droppable item has been reduced.
  • Fixed a bug where Bloodlord's Regalia was not dealing damage.
  • Fixed a bug where Saberclaws would sometimes damage its wielder.
  • Fixed a bug where Transmuting 3 Common items at the Enchantress would sometimes craft a Rare item.


186388-albums6607-picture72240.png
Version 2.5.1. [10.10.2024]
Come and play with us in our Discord server! Join here.

General Changes
  • Stats UI should now run correctly when loading the game.
  • The Commands window in the Quest Dialog no longer lists the <-stats> command.
  • The Multiboard's Player Name column will no longer include Players' BattleTag.
  • Sharing units will now be disabled while browsing the Survivor Merchant.
  • The broken down Golem required for the Magnetic Orb is now easier to spot.
  • The Damage Engine has received an update and its structure has been modified.
  • Buffs and debuffs applied by the Damage Engine are now applied before damage is dealt.
  • Critical Strikes of summons will now create a floating text with exclamation mark.
  • Glyph of Devotion's base Mana Regeneration has been increased to 0,75 per second up from 0,5.
  • Glyph of Devotion's Mana Regeneration scaling has been increased to 0,4% of maximum mana up from 0,2%.
  • Glyph of Renewal's visual effect is now far less noticeable on non-hero units.
  • The Enchantress Transmute ability now requires 2 Uncommon Items to create a Rare down from 3.
  • The Enchantress Materialise ability now creates 2 random Rare Items with 2 Seeds instead of 1 Uncommon and 1 Rare.
  • Backpacks with Taunting turned off have calmed down and no longer have the Blood Fury buff and instead have a new, proper one.
  • Backpacks have been cleaned up of any pointy plants and no longer have the Thorns Aura buff.
  • A new Rare Boss has been added in the Waterworks Dungeon.
  • Cevius's Health has been slightly increased.
  • Cevius now has 3 Armor up from 0.
  • Nightmare Wisps spawned by Cevius will now restore 35 Health up from 30.
  • Sea Giants, Sea Pillagers and Sea Behemoths no longer have the Ocean Shield ability.
  • Sea Giants, Sea Pillagers and Sea Behemoths now have a new ability: Globe of Water.
  • The chance of enemies to spawn at the first Cave has been reduced.
  • The Shadow Hunter at the Troll Village has found his missing item.
  • Fixed a bug where the Backpack's Roll command could be used to access Teleportation Runes.
  • Fixed a bug where damage instances that count as auto-attacks were not able to critically strike.

Classes
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Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
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Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
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Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
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Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
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Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
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Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
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Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
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Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
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Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
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Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
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Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
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Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

Items
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Items
  • Artifact Items now use Red Text for their names.
  • All Heroes now spawn with 2 Healing Potions and 1 Mana Potion.
  • The drop chance of Consumable Items (Potions) reduces as enemy levels get higher.
  • Shoveling Pick is now consumed to grant all Backpacks the Dig ability.
  • Mystery Tome has been removed from the Arcane Wares shop.
  • Seeds of Idrassil now cost 300 Gold instead of 3 Shadow Crystals.
  • The purchase cooldown of Seed of Idrassil has been reduced to 1 second.
  • The Chaos Blades shop item now grants 6% Critical Strike down from 8%.
  • The Chaos Blades shop item is now called Assassin's Blade and uses a new icon.
  • A new component shop item has been added: Blade of Cruelty.
  • A new shop item has been added: Pot of Greed.
  • Edge of the Red Court has been reworked.
  • Nightfall has been reworked.
  • The Qiraji Talisman shop item has been replaced with a new item: Apocalypse.
  • The Thorim's Hand shop item has been replaced with a new item: Void Hunter.
  • Tome of Strength, Tome of Agility and Tome of Intelligence +2 now have 30 charges at the Apothecary shop up from 15.
  • Pridwen, Guard of Tirion should no longer drop Lives whenever the wielder dies.
  • Chemical Armor's Use effect will now also trigger when taking damage while below 12% of maximum Health.
  • Soulstealer's current Health scaling on both Equip effects has been reduced to 0,3% down from 0,4%.
  • Serpent Staff's proc chance has been increased to 80% up from 40%.
  • Serpent Staff's proc chance now gets reduced by 8% for each active Serpent Ward.
  • The base damage of Serpent Wards spawned by Serpent Staff has been reduced to 25 down from 36.
  • Serpent Wards spawned by Serpent Staff now have 10% Attack Damage scaling.
  • Dragonscale Chestplate now provides Dragonscale Aura instead of Thorns Aura. Dragonscale Aura also reflects damage from ranged attacks and the reflected damage is always dealt by the wielder of Dragonscale Chestplate and not the target.
  • Dragonscale Chestplate's chance to Taunt whenever dealing damage has been increased to 6% up from 5%.
  • Dragonscale Chestplate's Taunt duration has been increased to 4 seconds up from 2.
  • Bonus Drops from Magic Find now create a visual effect when dropped.
  • The Bonus Drop from Magic Find text message now states the name of the item.
  • The icons of few droppable items have been updated.
  • Several droppable items have been reworked.
  • Several droppable items have been replaced by new items.
  • 8 new droppable Epic items have been added to the game.
  • A droppable Legendary item has been added to the game.
  • Lucky Golen Charm has been removed from the game.
  • Fixed a bug where if Key of Life drops, enemy units would stop dropping random droppable items.
  • Fixed a bug where the Spiritual Hood droppable item was not granting Health per second.
  • Fixed a bug where players would occasionally permanently lose the Eye of the Titans if they sell it to the wrong vendor.
  • Fixed a bug where Dragonscale Chestplate was providing additional Health Regeneration.
  • Fixed a bug where Warlord's Medallion was restoring more mana than intended for the attacks of summons.
  • Fixed a bug where Vampiric Aura provided by non-Shop Items was not working.
  • Fixed a bug where the Hand of Hatred droppable item was not increasing the damage dealt by summons.
  • Fixed a bug where the Multiboard would not account for a now missing Talent after dropping Forbidden Seal.
  • Fixed an issue where items that Bind Spells would not always trigger when the bound spell is cast.
  • Signet of the Swarm, Staff of Kil'jaeden, Silver Bow and Bloodlord's Regalia will no longer continue to deal damage while the wielder is dead.

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 v2.5.1c (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...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I'm stuck after reforgeing Tiara. There is two gates : stone door next to Hero's appearing and a gate next to Feric's throne. Both are broken and I have no idea how to go through. It's seems to me the only way is go somehow through the trap, which teleports you at north-east, but that's silly... Can someone hint me solution? ^^

Sry for my english D:

Edit:

After posting tried one thing: use infernal stone over the gates, run to resurrection stone and teleport myself and continue journey... But there is only 1 attempt to continue, first time we played with my friend we failed - I used stone on our side of gates... Is this attempt was right and only way to move on?

There is a lever that opens a door close to Feric's Throne that lets you move on :).
 
Level 1
Joined
Dec 18, 2012
Messages
2
Um.. i'm blind -_- i see one near door, but its broken (or may be it's a table? lol), and other is a little bit southern, near resurrection stone, behind 2 barrels, But it's not useable too :<
 
Level 1
Joined
Nov 20, 2012
Messages
4
Um.. i'm blind -_- i see one near door, but its broken (or may be it's a table? lol), and other is a little bit southern, near resurrection stone, behind 2 barrels, But it's not useable too :<

You're searching too far. Try to explore on every nook and cranny near Feric's.

===
Found some hilarious bug. You can recall all Hero unit to Ressurection stone, including Nadrian.
 
Level 1
Joined
Feb 25, 2012
Messages
7
In recent version heroes are nerfed too hard that makes game long and long and it's so hard to find a friend to play this long game. Why don't reverse some nerf to increase pace of the game. It's fun about a half hour early game but the game be bored since it so long.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
In recent version heroes are nerfed too hard that makes game long and long and it's so hard to find a friend to play this long game. Why don't reverse some nerf to increase pace of the game. It's fun about a half hour early game but the game be bored since it so long.

ORPGS Take more than 5 hours to complete and are requiring 3-5 players atleast.

This map is made to be played by 3 players. Worst case scenario, 2. It takes around 4 hours to complete with friends, which you can separate in 2 days. Day one - Play 2 hours, save. Day 2 - repeat. It isn't "so long" cause obviously you have played DotA only which is a short game.

Sorry to disappoint you, but this is a team game that takes a moderate amount of time and it was never my aim to make it soloable.

This is explained in the description so if you don't like it or its not fun for you, don't play it.
 
Level 3
Joined
Jan 5, 2011
Messages
25
Is there no save system in this?? On singleplay i mean...

Sidenote: I found a bug where if you use tidewarrior minions on the bridge and quickly remove them from the elevators, they (the elevators) will bug and appear as active, effectively (I guess, didn't got past that) bugging the game and stopping the player from continuing the game...
 
Last edited:
Level 1
Joined
Dec 28, 2012
Messages
8
Woww, just have to firstly say this is a great map!

After many many hours, we've finally figured how to get the queen's scepter, however I had no idea how/where to use it? Ive literally been going around the entire map clicking away :p

Any hints? Please post or PM to put me out of my misery!
 
Level 1
Joined
Dec 28, 2012
Messages
8
Shaman's bloodlust apparently counts as a spell with cooldown:

+Diabolic Scepter
+Cultist cowl
+Int legendary item

Sit next to res stone and shift spam bloodlust...

= craploads of HP and Int at the end
 
Level 1
Joined
Jan 12, 2012
Messages
6
idk whats with maps/game design/flow-ability in, hell, most games when someone just a tad bit off in english and then just on coincidence theres most likely some frequent design flaws in what they make. examples

-able to play singleplayer, dead end needing 2 players at first shop to push both buttons
-aggro units on upper cliffs when battling the first groups (saw this with iseedeadpeople)
-saw that a wizard dude with 4k hp, healing at 2700 hp in the middle of the map...maybe some random battles that werent suppose to happen with allied forces.

flaws like these grind my gears (just general dislike not direct hate towards you oh great map maker)
 
@spasorc I must suggest you something.
If game detect just 1 player, then fire script that will run game in Test mode.
Honestly how you test this alone?

What I want to say is that, if just 1 player play, then allow him to pick 2 or 3 or number of heroes needed to play map ;)

Of course don't forget UPERCASE WARNING EXPLAINING WHY IS SO.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
@spasorc I must suggest you something.
If game detect just 1 player, then fire script that will run game in Test mode.
Honestly how you test this alone?

What I want to say is that, if just 1 player play, then allow him to pick 2 or 3 or number of heroes needed to play map ;)

Of course don't forget UPERCASE WARNING EXPLAINING WHY IS SO.

The fun of the map is teamplay and cooperation with your teammates in order to beat the opposing force. I have my way of testing the map alone and that's just for myself.

I never approved and supported the map to be soloable. There are many amazing singleplayer maps (such as yours) that people without good internet connection and/or friends that play Warcraft III.

Allowing this map to be played by 1-player is the same as playing soccer alone. Yeah, you are still playing with the ball, but is it as cool as it could be with friends?

Nevertheless, thanks for your response and idea! ^^
 
Level 2
Joined
Jan 18, 2013
Messages
10
I think to make several new puzzles that require 2+ people. Would be damn cool.
This is great, but look, this bridge now cripples me, I cannot pass it cause I play alone, please don't be Gandalf ok? :D "YOU SHALL NOT PASS"

Any riddle should not make the map unpassable, don't you think? I mean if the riddle just requires something that you cannot do. This stupid bridge requires second player just and only, this is not the riddle at all.
 
Last edited:

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
This is great, but look, this bridge now cripples me, I cannot pass it cause I play alone, please don't be Gandalf ok? :D "YOU SHALL NOT PASS"

Any riddle should not make the map unpassable, don't you think? I mean if the riddle just requires something that you cannot do. This stupid bridge requires second player just and only, this is not the riddle at all.

Oh God...
You can't be serious right?
It is a riddle. You can play it alone. Next to the reviving stone, you'll find something to destroy. It will drop healing wards. Place 1 ward on the other plate....
You're damn right it's not a riddle cause it's way too easy o_O
 
Level 5
Joined
Dec 10, 2012
Messages
84
Best co-op map ever played, I myself would consider this a RPG game that you would buy in a store! My review(s) have been giving in-game with the map creator. All I can say is it is a totally different atmoshpere then WC3 once you start the game. Rating of 5/5 + rep.
 
Level 2
Joined
Jan 18, 2013
Messages
10
Oh God...
You can't be serious right?
It is a riddle. You can play it alone. Next to the reviving stone, you'll find something to destroy. It will drop healing wards. Place 1 ward on the other plate....
You're damn right it's not a riddle cause it's way too easy o_O

Shiiiiiiiit x_x
 
Level 2
Joined
Jan 18, 2013
Messages
10
Some bugs and questions

1). no heal and mana at the end(+boss - manaburner, wtf) but one can recall himself to the beginning stone or just ghostwalk out to the room with demonic key and then to goblins->victory(WHAT? Victory? o_O)...
Look i just don't want to stay there not even being attacked by something(maybe some minions like at butcher to regen mp by tome of restoration etc.) and wait until my mana regens, give me da f***ng stone to regen or I'll just go to goblins, this is not funny or interesting.

2). Butcher's zombies are one big CHEAT: buy "greed" "chaoseater" and "diabolic scepter" maybe "hawkstrider helmet" to run away from butcher and deal with zombies alone and pick hero with aoe skill like death knight. Then you have to drink coffee and get fed until your computer explodes

3). last boss UNSKIPPABLE talk starts in fight with 6 minions SO FUNNY

4). oblivion ring does not work i think, i just never seen hp drop, or maybe this is orb effect, whatever

5). too long cooldowns for 150-gold-books of str agi int you can much easier spend money to altar.

6). 1% chance to get 1str+1agi on attack at the item(which name I don't remember)is just lol, look, let's try to get mmm 20 str+ 20agi during all game from beginning to the and with that item. The chance of it will be 0.01^20 = 1.e-42 there are 42 zeroes after point so you'll have attack 1000000000000000000000000000000000000000000 times am I right? SO USEFUL ITEM

7). I put 18 points to hp regen, but hp regenerates slower than by heart of tarrasque in dota, does it work(with dragon's blood btw)?

8) mana regen stat is..... 0.25 mana per 5 seconds? you kidding me?
+hp stat = 25 hp PER LVL????? with such items in game like diabolic skepter and DK's passive +1 to hp? LOL? maybe change it to percent value? Or replace this crap with movespeed or something more useful

9). Please change DK's stunning skill - if you regen 5% hp why not to make enemy to lose 5% hp at the same time? Fights even with regular creeps feel like a boss(lol)-fight

10). Every time death knight being cycloned or stunned by spider(boss) he becomes unarmed(sword disappers), but fights as usual. Sword can be regained by casting death grip.

11). And please make keys to disappear like quest items when you aquire them. I once spent 2 hours for searching moon key which I put somewhere and forgot. I think it will be good to make it's own key for every door ^_^ So you'll have new "quests" and no trouble with inventory space(that is why there is only moon key, isn't it?)

12). Titanium shield does not assemble from parts.

13). why do you need targeting for recall? If you need teleport 3 heroes I think no one should be left in fight.
In any case they will try to teleport altogether, so targeting is really boring shit especially in fight,

lol you will never remember which stone is active
and where is it on the map
then select it,
then find your hero which is being pwnt while you f*cking with the stone
then(if there are 3 heroes) you will speak with allies to stand closer,
then you click that circle and then -

bingo!!! U R TELEPORTED, HAPPY BIRTHDAY MUTHAFUCKA!!!
THIS WAS SO EASY DONT YOU THINK?
please....

(i think it will be good to add third hero lika a backpack which will represent the stone so when you press f3 and "R"(spell without targeting) = you saved your a... hero.


Maybe it looks offencive, but it is NOT. It is just because I'm not indifferent to this map :) Like it very much.
But it should be tweaked.


What error?
Sorry I did not screenshot it, but I play war3 very long time(dota) and errors occur only with this map. I don't know why the error occurs, sometimes even at the first minute, sometimes many hours everything ok. I'll try to screen it next time.

added:
Played now a bit and noticed many bugs:
14). When forged sulfuras mote of fire stays in inventory
15). If you don't kill final boss and went to goblins cinematics you can't go back. cinematics will be repeated forever when you enter region. FFFFFUUUUU You can't even buy so needed mana and go back to kick his ass
16). While ghostwalked you collide WITH ITEMS o_O I got this effect at spiders lair with spyglass laying right between rocks I can't go away while ghostwalk.
whenghostwalkedyouhavel.jpg
17). Can't attack some items due too short range (death knight)
18). In this point there is a sound "ho-ho-ho" every time I enter it until I got into combat with 6 minions
hohohountilfight.jpg
19). I checked bookshelves and suddenly got killed
suddendeath.jpg
20). Mobs from point 2 cast spells on me while I fight at point 1 with single skeleton and they fight with something in a result when I come to point 2 there is only 1 skeleton(mini-boss)
mobsfrom2castspellsandf.jpg
21). Can't sell to backpack, this shit is terrible, why just not to give shops standart war3 shop's button "select hero"???
22). One big bug is unskippable cinematics, why do you have to show the same people the same movie???


P.S. about my equip: yes i know that critical strikes do not stack, i just needed dmg and I bought chaoseater too late :(
P.P.S. Please add flying text above forge, cuz when I found it accidently(I was there many times and didn't noticed it) I thought "okay, I found forge in the library, now I can go kill myself tranquilly"
P.P.P.S. Notification on loadscreen that map is passable by one player wouldn't hurt, I didn't played it cuz someone told me it requires 2 players at least
P.P.P.P.S. Bloodstone is useless SHIT with such cooldown it has o_O 80% to do nothing LOOOOOOL


Best wishes ;D
 
Last edited:
Level 14
Joined
Jun 27, 2008
Messages
1,325
6). 1% chance to get 1str+1agi on attack at the item(which name I don't remember)is just lol, look, let's try to get mmm 20 str+ 20agi during all game from beginning to the and with that item. The chance of it will be 0.01^20 = 1.e-42 there are 42 zeroes after point so you'll have attack 1000000000000000000000000000000000000000000 times am I right? SO USEFUL ITEM

Nope, the chance that you will ever pass a maths exam is 1.e-42.
To get +20 str/agi you need an average of 2000 (= 20/0.01) attacks.

11). And please make keys to disappear like quest items when you aquire them. I once spent 2 hours for searching moon key which I put somewhere and forgot. I think it will be good to make it's own key for every door ^_^ So you'll have new "quests" and no trouble with inventory space(that is why there is only moon key, isn't it?)

Yeaaa, having to figure out stuff is the whole point of the map. If you dont like it go play something else.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Some bugs and questions

1). no heal and mana at the end(+boss - manaburner, wtf) but one can recall himself to the beginning stone or just ghostwalk out to the room with demonic key and then to goblins->victory(WHAT? Victory? o_O)...
Look i just don't want to stay there not even being attacked by something(maybe some minions like at butcher to regen mp by tome of restoration etc.) and wait until my mana regens, give me da f***ng stone to regen or I'll just go to goblins, this is not funny or interesting.

I am gonna make sure that you won't be able to ghostwalk out of the room. The reason that you don't have mana and get manaburned is that:
A) You have no mana-regain items.
B) You play alone. This is a teamplay map and if you have other guys around you, you won't be the only one getting mana burned. Also some allied heroes have abilities to restore mana TO YOU.

2). Butcher's zombies are one big CHEAT: buy "greed" "chaoseater" and "diabolic scepter" maybe "hawkstrider helmet" to run away from butcher and deal with zombies alone and pick hero with aoe skill like death knight. Then you have to drink coffee and get fed until your computer explodes

I'll deal with Butcher bossfight because of people who abuse it like you do.

3). last boss UNSKIPPABLE talk starts in fight with 6 minions SO FUNNY

The talk shouldn't start unless you kill all minions. And, yes. It's not skippable, sorry.

4). oblivion ring does not work i think, i just never seen hp drop, or maybe this is orb effect, whatever

The health which Oblivion Ring destroys isn't that much compared to the health of late-game minions.

5). too long cooldowns for 150-gold-books of str agi int you can much easier spend money to altar.

I didn't make the books in minor shops so you can spam stats like a brain-dead. Go on and spend money to altar. I heard it ALWAYS gives stats.

6). 1% chance to get 1str+1agi on attack at the item(which name I don't remember)is just lol, look, let's try to get mmm 20 str+ 20agi during all game from beginning to the and with that item. The chance of it will be 0.01^20 = 1.e-42 there are 42 zeroes after point so you'll have attack 1000000000000000000000000000000000000000000 times am I right? SO USEFUL ITEM

I am not going to respond to this post. Learn to make basic calculations first, then we can talk.

7). I put 18 points to hp regen, but hp regenerates slower than by heart of tarrasque in dota, does it work(with dragon's blood btw)?

Stats gained by ESC are minor bonuses. They shouldn't be powerful. That's not the point.

8) mana regen stat is..... 0.25 mana per 5 seconds? you kidding me?
+hp stat = 25 hp PER LVL????? with such items in game like diabolic skepter and DK's passive +1 to hp? LOL? maybe change it to percent value? Or replace this crap with movespeed or something more useful

No. I am not kidding you. Spend all your points in +25 health, you will end up with ~300-350 bonus health. It's sad that you underestimate how powerful Mana Regen per 5 seconds is in Warcraft III. Actually keep thinking that it is "crap". Good job!

9). Please change DK's stunning skill - if you regen 5% hp why not to make enemy to lose 5% hp at the same time? Fights even with regular creeps feel like a boss(lol)-fight

Don't play alone. You'll notice that things start dying faster. (Weird, huh?)

10). Every time death knight being cycloned or stunned by spider(boss) he becomes unarmed(sword disappers), but fights as usual. Sword can be regained by casting death grip.

Yes, he becomes unarmed because WoW models act weird. Be thankful I made Death Grip reset his weapon.

11). And please make keys to disappear like quest items when you aquire them. I once spent 2 hours for searching moon key which I put somewhere and forgot. I think it will be good to make it's own key for every door ^_^ So you'll have new "quests" and no trouble with inventory space(that is why there is only moon key, isn't it?)

The key clearly says it opens "DOORS". Not "A DOOR". That should probably tell you something...... Like.... It opens more than one door?

12). Titanium shield does not assemble from parts.

Will be fixed.

13). why do you need targeting for recall? If you need teleport 3 heroes I think no one should be left in fight.
In any case they will try to teleport altogether, so targeting is really boring shit especially in fight,

lol you will never remember which stone is active
and where is it on the map
then select it,
then find your hero which is being pwnt while you f*cking with the stone
then(if there are 3 heroes) you will speak with allies to stand closer,
then you click that circle and then -

bingo!!! U R TELEPORTED, HAPPY BIRTHDAY MUTHAFUCKA!!!
THIS WAS SO EASY DONT YOU THINK?
please....

Who told you that it SHOULD be easy? Cause he is probably retarded. Saving your ass should never be easy. Recall is made to teleport you if you get stuck or if you have to go back and don't want to run 5 mins.

Maybe it looks offencive, but it is NOT. It is just because I'm not indifferent to this map :) Like it very much.
But it should be tweaked.

You keep saying "shit", "boring", "fuck", "motherfucker", "crap". No. Not offensive at all.

Sorry I did not screenshot it, but I play war3 very long time(dota) and errors occur only with this map. I don't know why the error occurs, sometimes even at the first minute, sometimes many hours everything ok. I'll try to screen it next time.

I am aware what you talk about and I don't know why it happens.

added:
Played now a bit and noticed many bugs:
14). When forged sulfuras mote of fire stays in inventory

Will be fixed.

15). If you don't kill final boss and went to goblins cinematics you can't go back. cinematics will be repeated forever when you enter region. FFFFFUUUUU You can't even buy so needed mana and go back to kick his ass.

Then don't skip the boss maybe? You abuse the map and then complain that things don't work after it is abused. Surprised?

16). While ghostwalked you collide WITH ITEMS o_O I got this effect at spiders lair with spyglass laying right between rocks I can't go away while ghostwalk.

Wait for ghostwalk to fade away and you will be able to pass.

17). Can't attack some items due too short range (death knight)

Will be fixed.

18). In this point there is a sound "ho-ho-ho" every time I enter it until I got into combat with 6 minions

What's wrong with that?

19). I checked bookshelves and suddenly got killed

I will look into it.

20). Mobs from point 2 cast spells on me while I fight at point 1 with single skeleton and they fight with something in a result when I come to point 2 there is only 1 skeleton(mini-boss)

I will look into it.

21). Can't sell to backpack, this shit is terrible, why just not to give shops standart war3 shop's button "select hero"???

"This shit" is the price for having the shop system + backpack together.

22). One big bug is unskippable cinematics, why do you have to show the same people the same movie???

There are exactly 2 unskippable cinematics. The boss cinematic and the goblin cinematic. I think you can survive that.


P.P.S. Please add flying text above forge, cuz when I found it accidently(I was there many times and didn't noticed it) I thought "okay, I found forge in the library, now I can go kill myself tranquilly"

Will do.

P.P.P.P.S. Bloodstone is useless SHIT with such cooldown it has o_O 80% to do nothing LOOOOOOL

I won't respond to comments written in that way.
 
Level 2
Joined
Jan 18, 2013
Messages
10
Sorry man, this is only my way to make my comments interesting to read (as I think :D)

No offence at all, really ;(

To begin with, a new note: when fighting "shadow fiend"(that who burns, can't remember his name) and with last boss. When they are teleported away from battle field they are acting bad - trying to attack, run back and forth at their place, looks not very good. Better to make them invulnerable and play "idle" animation. Bout burning-shadow-fiend it will be cute to see him, so vision is needed.

The key clearly says it opens "DOORS"
I lost it again, by the way ;d

Yeaaa, having to figure out stuff is the whole point of the map. If you dont like it go play something else.
What do you want to figure out? Where did you put that key accidently in fight?

The health which Oblivion Ring destroys isn't that much compared to the health of late-game minions.
2% of health of late-game minions is still 2% of minions hp, maybe ring destroys something other amount of hp?

you will end up with ~300-350 bonus health.
I did 10k hp shaman... please... (when D.Scept. was 2hp) and you can take 5 items with low cd now and spam them

Let's examine closer this problem:
You have a "life full of opportunities" in game. Your hero is you, and you have 18 "wishes". No more. and you spend them... for 0.05 mana per second? 450 hp?
You can make thousands of hp in the same life. How much mp regen gives 1 int don't remember? In classic warcraft it gives 0.03 mp per sec. And you can boost your int to just terrible amounts. And you will spend all your life possibilities... for this... ?

The talk shouldn't start unless you kill all minions.
If you go to minions keeping to the left side it always starts cinematics in fight.

Ho-ho-ho is just weird, what will be if you order unit "patrol" in and out of this point?
This destroys atmosphere. When you hear hohoho second time you understand: u r playing a game, there is no any city at all, and this is scripted sound triggered by entering region. Feel so good and encouraged right before final boss fight.
Some can leave the game after this, cuz... naaaahhh...... this is obvious...
I remember my experience of using "forest birds sounds" program, which was intended to make sound background like in forest. Sounds good. And it sounded good. But..
This program had a sound of cuckoo..... It ruined this "background" to pieces cuz cuckoo never acts like that. It starts to "cuckoo" not often at all. And it interrupts "cuckooing" when being frighten away.
Ofc in the program... (I just want to write this surrounded by "code" tag) this sound was played randomly. and ofc incorrect every time. This killed the program. After that I remember of its death(program's) every time something shows off it's mechanical soulless nature and feel bad :(
True story, bro ;d

Wait for ghostwalk to fade away and you will be able to pass.
Really? ;D You're truely got offended by my post, or why are you not happy of bug reporting? :(
I'm just reporting bug, I never saw that weird colliding. That's all


Then don't skip the boss maybe? You abuse the map and then complain that things don't work after it is abused.
I'm just looking for possibilies... If i don't do this, how can I play this map?
If somethink physically possible why not to do this? By the way I complain because I think this is intended(so-called abuzing), cuz there is a goblin-shop(with so needed mana) after last cinematics in the area you cannot leave, wtf does it mean?

Class-weapons are not pickable by your backpack, even if it pickable by you... But why not to sell it if I can't use it? As any other unusable item? Isn't it easy to make script check for by-backpack picking?
"This shit" is the price for having the shop system + backpack together.
The button(or "ability") "Select hero"(which is standard for all war3 shops) will help to get rid of
"can't sell to backpack-FFFFFFFFFUUUUUUUU" bug

To get +20 str/agi you need an average of 2000 (= 20/0.01) attacks.
I'm playing tidewarrior now, it attacks 11~ times per 10 seconds, so it will take 2k seconds~ to get 20 stats, right? But this is bullshit, I fought half of an hour with butchers zombies and didn't receive NOT EVEN ONE stat.

Learn to make basic calculations first, then we can talk.
Sorry that was chance to get 20 stats per 20 attacks :d By the way I asked "am I right?" if you read the post.

Bout bloodstone...
I won't respond to comments written in that way.
I'm laughing about the item not about you, don't be so touchy, this leads to weakness. You can just say something like that: "fuck you bastard, this bloodstone makes me crazy, it's so awesome! best bs ever! ;d" this provides much more pleasure then getting offended by any crap you see in internet(world's crap storage I say ;d)

So... What is it's purpose? With such long cd it won't be overpowered even with 100% chance to refill hp to max. For this price... Such cd... Now if i have 5k hp i theoretically can refill 1k hp with 100% chance with about 3minutes cooldown, so 1000/180~~5.5 hp per second? And of course you should take into consideration that you never ever will use it at 0~ hp especially with 20% chance to success, which is totally unreliable. So you'll use it at 20%~ hp to have time switch inventory to hawkstrider helm or to use so usable(trollface.jpg :) ) recall (1k for 5khp example) -> 5.5*0.8 = 4.4 hp per sec
 
Last edited:
Level 2
Joined
Jan 18, 2013
Messages
10
Bugs. Numbering has been continued from the first report
23). Crimson knight regenerates hp while dead... (Text "Low on mana" does the same.)
crimsonknightregenerate.jpg

24). Crimson knight's ulti's hotkey does not work.

25). Ranged heroes can be untouchable for butcher in this point. First stand to rectangle 1 -> butcher goes to bottom large rect. then go to point 2 and it goes to the point shown(don't know why it can't attack from there). In other way it will stand to upper large rect and will be able to attack you.
untouchablep.jpg

26). When pressing pit-lord's button and immediately going to location where pit appears, you can see(right in cinematics) that troll "karza" became hostile and attacks your hero(which cannot strike back) if you kill pit lord very fast(I played that time with godmode) troll stays alive and does not attack but still red. When right-clicking him appears "That's not the enemy!" Weird:vw_wtf:. Ofc troll normally get killed but incoherent cinematics still possible.
By the way pit lord often get resurrected by warlocks behind the gates if you
retreat and they chase you.

27). (I think this is a bug) Pit-lord's button can be pressed without fighting with it's guardian. Why? Golem is very tough and making him skippable kills him :vw_death:
Please make him unskippable too ;)
wc3scrnshot020713022944.jpg

28). Ring of Sacarfice(if not misspelled) does not assemble from parts.
29). Treant Branch's text color is blue, isn't it epic enough? ;)
30). Treant Branch's percentage based drop is unfair compared to warlock's and tidewarrior's class items. I had had to reload save 5 times to drop it from treants(while playing other classes ofc it drops almost 100% :)) I even reread changelog of 1.1.2 checking if it got removed from the game :( . Really unfair.
31). Wyrmrest Defender's dragon is an air target, so cannot be targeted by most monsters and spells(I cannot heal it with third skill of druid, for example, even aoe stunners cannot stun it)
32). When trying to sell book with legend "Error message missing!" being displayed.
33). Almost forgot: druid's first skill fails very frequently. It goes half of it's distance or almost full distance(but not full) and stops not damaging primary target (if there a closer targets they get damaged)
34). 2 places when mobs fight with their brothers :)
Turtles run from their place from left side, to the castle, while I fight with 3 "forest creatures"(wendigo or whatever) before breaking stones to castle. As I suppose they regret now ;D
wc3scrnshot020813054322.jpg
4 nagas with cave group
wc3scrnshot020813045509.jpg

35). Got this 2 times.
wc3scrnshot020813041600.jpg



Note: New zombie system is good, but tidewarrior still can abuze it: buy diabolic scepter(or whatever else giving you hp on kill, rage plate will be good) take the butcher to the library stone to heal both self and him, and zombies will die being damaged by passive 45 dmg on attack.

Request: Please make potions of clarity targetable and usable from backpack, cuz it has minor effect and can be easily cancelled by any mob, so every time drag it back and forth from backpack is a torture. And now I prefer to sell or even not to pickup clarities.
Request 2: please the same "A+left click" feature for warlock's minions(maybe for all minions in game? ^_^) as for blood elf ranger's wolf
Request 3: I bet even you do not now the number of items giving, for example +armor, or +int. But there is only few items with +movespeed, maybe change some items not to give armor, but ms?

Suggestion: low hp notification will look much better if change it to screen flashing red like in war3:tft undead campaign when arthas level-downs during missions. I die quite frequently cuz can't perceive it :(

P.S. 1.1.2 warlock is awesome.


P.P.S.
There are exactly 2 unskippable cinematics.
4 (+2 with headhunter)
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Thanks for your bug reports!

Bugs. Numbering has been continued from the first report
23). Crimson knight regenerates hp while dead... (Text "Low on mana" does the same.)

(Checked it, it's true) Will be fixed.

24). Crimson knight's ulti's hotkey does not work.

(Checked it, it's true) Will be fixed.

25). Ranged heroes can be untouchable for butcher in this point. First stand to rectangle 1 -> butcher goes to bottom large rect. then go to point 2 and it goes to the point shown(don't know why it can't attack from there). In other way it will stand to upper large rect and will be able to attack you.

(Checked it, it's true) Will be fixed.

26). When pressing pit-lord's button and immediately going to location where pit appears, you can see(right in cinematics) that troll "karza" became hostile and attacks your hero(which cannot strike back) if you kill pit lord very fast(I played that time with godmode) troll stays alive and does not attack but still red. When right-clicking him appears "That's not the enemy!" Weird:vw_wtf:. Ofc troll normally get killed but incoherent cinematics still possible.
By the way pit lord often get resurrected by warlocks behind the gates if you
retreat and they chase you.

Using godmode cheat causes Karza not to die. "That's not the enemy" appears cause you try to attack a Hero unit, which generally isn't allowed because the only heroes in the map are your allies.

27). (I think this is a bug) Pit-lord's button can be pressed without fighting with it's guardian. Why? Golem is very tough and making him skippable kills him :vw_death:
Please make him unskippable too ;)

Golem will no longer be skippable in next version.

28). Ring of Sacarfice(if not misspelled) does not assemble from parts.

(Checked it, it's true) Will be fixed.

29). Treant Branch's text color is blue, isn't it epic enough? ;)

Treant Branch isn't the same as far as other class items across the map are. It's not as strong and is acquired in a different way as you can see.

30). Treant Branch's percentage based drop is unfair compared to warlock's and tidewarrior's class items. I had had to reload save 5 times to drop it from treants(while playing other classes ofc it drops almost 100% :)) I even reread changelog of 1.1.2 checking if it got removed from the game :( . Really unfair.

It was never meant for class items to be "fair". Most of the classes don't even have class items... Some classes can get their item easily, (Paladin, Warlock, Tidewarrior). Others don't always get them, like the Druid.

31). Wyrmrest Defender's dragon is an air target, so cannot be targeted by most monsters and spells(I cannot heal it with third skill of druid, for example, even aoe stunners cannot stun it)

I will look into this, though I don't promise to change it.

32). When trying to sell book with legend "Error message missing!" being displayed.

I'll try to fix it but the message that should appear is: "You cannot sell this item"

33). Almost forgot: druid's first skill fails very frequently. It goes half of it's distance or almost full distance(but not full) and stops not damaging primary target (if there a closer targets they get damaged)

That's because the ability has a small channel time. If you move, cast a spell or attack before the spell is complete, it will fail. I'll add the "Channeling Ability" message to it.

34). 2 places when mobs fight with their brothers :)
Turtles run from their place from left side, to the castle, while I fight with 3 "forest creatures"(wendigo or whatever) before breaking stones to castle. As I suppose they regret now ;D

4 nagas with cave group

Will be fixed.


Note: New zombie system is good, but tidewarrior still can abuze it: buy diabolic scepter(or whatever else giving you hp on kill, rage plate will be good) take the butcher to the library stone to heal both self and him, and zombies will die being damaged by passive 45 dmg on attack.

Will fix that.

Request: Please make potions of clarity targetable and usable from backpack, cuz it has minor effect and can be easily cancelled by any mob, so every time drag it back and forth from backpack is a torture. And now I prefer to sell or even not to pickup clarities.

Even if I change how Clarity Potions work, the backpack still can't use them. Not on itself, not on anyone. The backpack cannot use items.

Request 2: please the same "A+left click" feature for warlock's minions(maybe for all minions in game? ^_^) as for blood elf ranger's wolf

I can easily do it, but it's intentional this way. Some classes control their pets better than others. Consider it as a class ability.

Request 3: I bet even you do not now the number of items giving, for example +armor, or +int. But there is only few items with +movespeed, maybe change some items not to give armor, but ms?

I will add movement speed to several items in incoming versions.

Suggestion: low hp notification will look much better if change it to screen flashing red like in war3:tft undead campaign when arthas level-downs during missions. I die quite frequently cuz can't perceive it :(

Might do it in the near future.

P.S. 1.1.2 warlock is awesome.

Glad you like him.
 
Level 2
Joined
Jan 18, 2013
Messages
10
35). Another 3 places with fighting mobs
wc3scrnshot020813125905.jpg

These 2 were cauzed ny hexing - they ran back and were killed by other gang.
wc3scrnshot020813124807.jpg

wc3scrnshot020813134016.jpg


36). I killed them through the wall when they started to attack me. (they attack anyone checking shelves)
wc3scrnshot020813133318.jpg


37). Dragon cannot pass, colliding with statue. Please, make him ground target(it stops monsters anyway, and is much more tankier then supposed cuz they can't attack it at all) and smaller collision size.
wc3scrnshot020813141426.jpg


38). Please make turtle auto-destroy crates, cuz it is unable to attack rangers.
wc3scrnshot020813144013.jpg


39). And this turtle doesn't cast spells at all(that was surprising).

40). Temple Guardian's "Cancel" ability's hotkey "C" doesn't work.
wc3scrnshot020813131919.jpg


41). Maybe destroy walls above circles on that ^ screenshot, cuz golem is blockable by guardians and get easily abused by rangers.

42). I think he was drunk and didn't notice me killing 6 his friends(too small agro-distance) Noticed him accidently.
wc3scrnshot020813124844.jpg


43). Hint in cinematics... spoils atmosphere
hintincinematics.jpg

44). Boss's actual size is much bigger than visual. Can't manipulate items on ground and move around properly.
tpickupitemsandcontrolp.jpg


45). Karza's first trigger has not been disabled cuz I attacked lever with a treant(and ran further), so bastard bothers me even dead for a long time AND starts "Escape" quest, which can't be finished -> final door cannot be opened -> game is unpassable.
karzafirsttriggerhasnot.jpg

46). Golem next to divine pedestal cannot leave it's place, so easely got killed.

47). They can't get quiet, pls make them belong to 1 player ;D
verypugnaciousfellowsfi.jpg


48). This rune can be viewed, but not picked up :(
viewablebutnotpickable.jpg


49). I died by fireball, then backpack got attacked(thanks god not killed) by fireballs
backpackattackedbyfireb.jpg


50). Poor guys can't get home (and the cinematics start even if I attract them down with a treant, not approaching by myself at all)
tgethome.jpg


51). I can open these gates ^ by summoning treants behind them, when they locked(boss-fight started). There is sight, so any targetable summons can be invoked.
52). Druid's first skill causes every my unit to stop attack affected targets, so every time I have to reorder them attack. (With Kerth it was very bothering - it is quite untargetable)
53). Sea Talisman Rare boss item does not summon it's elemental.

Suggestion 2: Some ulties need to be tweaked, their 2 level is very weak(druid's and death knight's ulties) Here druid have +1094 dmg from mana(and this is not over, mana grows fast), and 150 dmg by lvling up ulti... Lame. Maybe increase aoe? Even without +dmg it would be tastier. DK's ulti gives +100 dmg.... Lame.
wc3scrnshot020813125749.jpg


Suggestion 3: -c -co commands to center/center off your hero

Even if I change how Clarity Potions work, the backpack still can't use them. Not on itself, not on anyone. The backpack cannot use items.
Maybe do it with chat+script?
On sending some command, "-x" for example, script can cast on you clarity(and maybe heal potions with another command) and decrease charges of stack in backpack?

Treant Branch isn't the same as far as other class items across the map are. It's not as strong and is acquired in a different way as you can see.
Not as strong? :D It is much stronger than tidewarrior's item. It makes you 1.5+ times more tankier(not 1.5 cuz you can heal, so there are more actual hp then just sum of treant's hps). Playing druid I killed butcher, atal'ai and kelgaroth with ease. Even without ANY abuse. (Yes I found bug with opening final gates, but I didn't need any mana at all(and health too, "I'm druid, bitch!" ;D), thanks to cultist cowl, galactic staff and legendary int item)

Please make it epic color(and cost at least 500 gold(I mean shown value), it deserves it, whatever no one would sell it) (and 100% available ;((((( ), cuz it is really epic ;D
P.S. I checked paladin's class item.... Treant branch >>>>>>>>> that sh... item :)
P.P.S. Actually, all quest items show "Error message missing!" on selling.
 
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Level 1
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Feb 9, 2013
Messages
1
Any garena plus group

is there any garena plus group for this map ? or where are you guys playing this map? Thx for the guys who will answer. Cya in game.
 
Level 2
Joined
Jan 18, 2013
Messages
10
54). This felhound doesn't cast spells.
wc3scrnshot021013043912.jpg

55). I ran through that region before barrier appeared.
wc3scrnshot021013045357.jpg


56).Shadow Hunter's flesheater can attack trees(very sweet bug ^_^)
So with this ability SH able to abuze these creatures. (Flesheater can attack items too)
wc3scrnshot021013052606.jpg


57). And this is proof that UD Slayer doesn't provide stats at all. I left hero attacking them for 3 hours and what do we have? Nothing...
wc3scrnshot021013080349.jpg
 
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Level 3
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Apr 9, 2009
Messages
54
Great map you made there, took me 6 hours to beat it with a friend.

Now, just two questions: Were lacking a single secret. We suspect it to have something to do with there obelisk in the hydra area where a golden key is sealed. Is that a secret? Any hint on how to unlock it?

And also, could you give any hint (or is there one ingame?) for the password of the right masters chamber?
 

SpasMaster

Hosted Project: SC
Level 24
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Jan 29, 2010
Messages
1,994
Great map you made there, took me 6 hours to beat it with a friend.

Now, just two questions: Were lacking a single secret. We suspect it to have something to do with there obelisk in the hydra area where a golden key is sealed. Is that a secret? Any hint on how to unlock it?

And also, could you give any hint (or is there one ingame?) for the password of the right masters chamber?

The Key in the Obelisk is related to the Agility Legendary item. It has nothing to do with secret areas.

The password for the right door is really hard to discover. I am afraid the last secret area is behind it, can't remember atm though. If this is the case, I will change it in the next version.
 
Level 2
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Feb 11, 2013
Messages
7
If i recall, the last secret is NOT behind that door, I remember finding all of them. Last I checked, the last secret should be behind some broken section of wall that is very well hidden.
 
Last edited:
Level 2
Joined
Feb 4, 2013
Messages
32
Undead Slayer is fixed in the upcoming version.

How about the ring, i don remember the name, which deals damage equal to 2% of the target's MAX health with a chance of 0.5*agility% by auto attacks

That would have been a powerfull item if it worked.
 
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