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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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[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

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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.
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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...
Level 2
Joined
Feb 4, 2013
Messages
32
I was wondering if some level-upable items can be added into this great map, that may make it more interesting. For example, a ring with 1 armor(level 1) can be gained by killing the weaker enemys at the beginning,which will level up and turn into something great gradually by taking attacks from others.
Just a suggestion, i don know anything about WE or jass.
Thanks again for making such an interesting map,keep it up guys!
 
Level 2
Joined
Feb 19, 2013
Messages
20
Really awesome map... I've played this since v8,6... I know this is a two-three players-map but I played it by single player as myself...

if I may give some opinion, some heroes (agi/int/str) doesn't have some survivalbility at first or maybe too weak, or maybe some heroes has some purposes on their role???
for example, mage (int), it has all offensesive spells and also strong one, but all the cooldown is very long and the healing spell is less good than shaman which is a strong offense and defense hero (best hero maybe)... So, maybe, u can give some cheap shop (lower tahn 50G for potions or some) to get pass and reach the 1st monolith...

Sorry if my opinion is so stubborn because I play it as single player... thx..
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Really awesome map... I've played this since v8,6... I know this is a two-three players-map but I played it by single player as myself...

if I may give some opinion, some heroes (agi/int/str) doesn't have some survivalbility at first or maybe too weak, or maybe some heroes has some purposes on their role???
for example, mage (int), it has all offensesive spells and also strong one, but all the cooldown is very long and the healing spell is less good than shaman which is a strong offense and defense hero (best hero maybe)... So, maybe, u can give some cheap shop (lower tahn 50G for potions or some) to get pass and reach the 1st monolith...

Sorry if my opinion is so stubborn because I play it as single player... thx..

The Mage will be getting some love in the next version. Stay tuned!

And to note, if you have Garena you can join the group for Sunken City and play with us!
 
Level 2
Joined
Feb 19, 2013
Messages
20
I don't have Garena or WC3 frozenthrone ID online, so, I play it alone...

looking forward for the next version and so on... best RPG map ever... hehe

maybe u can consider some cheap shop or something for single player just to get 1st monoloth before the bridge...
and also, can u give me some clue about the right door at master chamber, coz I haven't found it since the map has it... hahaha, some clues will do.. thx
 

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
I don't have Garena or WC3 frozenthrone ID online, so, I play it alone...

looking forward for the next version and so on... best RPG map ever... hehe

maybe u can consider some cheap shop or something for single player just to get 1st monoloth before the bridge...
and also, can u give me some clue about the right door at master chamber, coz I haven't found it since the map has it... hahaha, some clues will do.. thx

1. Garena is free and easy to download and to use.
2. You do not need original wc3 for it.
3. The map was never made for soloing.
 
Level 2
Joined
Jan 18, 2013
Messages
10
Now kerth is much better to aim :)

One question: does "Old Compass" works as intended? Cuz I failed to find it's target location, shown text keeps to say "you are coming closer to point location, but still far away" Don't remember exactly. This is message after "You are really far from pointed location".

Of course I know where is center of circle formed by points, where text changes, but it doesn't help.

By the way, that secret area near former location of Restan, is it removed or relocated? If removed so the quest with finding all secret areas is broken.

And, as noticed Obley http://s019.radikal.ru/i612/1302/07/a2faa39d4106.jpg turtle now attacks skeletons.



I know the map isn't meant for Soloing but, I think that if you allowed singleplayers to select and control the 3 characters, maybe with separate resources, more would play it.

I now use godmode to reach first shop, cuz there is no point to f**k with first mobs for 30 minutes, this is not a game, this is just f**king. Spend your mana - go regen - spend your mana - go regen...
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
One question: does "Old Compass" works as intended? Cuz I failed to find it's target location, shown text keeps to say "you are coming closer to point location, but still far away" Don't remember exactly. This is message after "You are really far from pointed location".

Old Compass works fine. :)

By the way, that secret area near former location of Restan, is it removed or relocated? If removed so the quest with finding all secret areas is broken.

It's moved.

And, as noticed Obley http://s019.radikal.ru/i612/1302/07/a2faa39d4106.jpg turtle now attacks skeletons.

Will fix it.


I now use godmode to reach first shop, cuz there is no point to f**k with first mobs for 30 minutes, this is not a game, this is just f**king. Spend your mana - go regen - spend your mana - go regen...

Playing the map alone is like playing Football alone. It isn't even half as interesting.
 
Level 37
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Aug 14, 2006
Messages
7,614
Hello it's Aero judging!

I played the game with PKCrafty and Vengeancekael. We didn't finish the game and we just played about it about 15 minutes until I was suddenly disconnected with PKCrafty. I've no idea if it was the game, the host or Garena itself. I still wanted to give my feedback about the map even if I didn't complete the game. This review is lacking because I didn't complete the game.

Firstly, the loading screen was boring with wall of text and basic Blizzard loading screen background. When the game started, I saw very low quality skull. Warcraft 3 doesn't have great graphics so use better angles to hide such low textures. For example, this could have be avoided by adding a custom picture or simply doing the thing differently.

The first cinematics were boring as there were just one Blademaster telling things and the camera didn't move at all. There wasn't any special effects and it left me a feeling "just another grind quest with horrible cinematics". If you're gonna put cinematics to RPG type of map, at least make them watchable.

The gameplay itself was pretty smooth and working. The hotkeys were a problem with Archer. I had X, Z, T and D hotkeys. I mean what? What have you been thinking when adding these hotkeys? Place the hotkeys close to each other, for example Q, W, E and R is a better idea.

The game for 15 minutes was a tunnel which means the game doesn't have much replay value. I don't know if this goes all the way to the last boss but if so, that's a bad thing. What I also realized that the item placement in shops wasn't organized. It was a mess.

Also there was no credits in the quest log or anywhere to be found when we played. I don't know if there is in the end.

The game was working. You added some fancy staff like floating damage texts, custom health bar, the abilities worked an so on. However, there was nothing special that made me think that this game is a great game.

With Hive standards, I give this map recommended.
 

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
Hello it's Aero judging!

I played the game with PKCrafty and Vengeancekael. We didn't finish the game and we just played about it about 15 minutes until I was suddenly disconnected with PKCrafty. I've no idea if it was the game, the host or Garena itself. I still wanted to give my feedback about the map even if I didn't complete the game. This review is lacking because I didn't complete the game.

Firstly, the loading screen was boring with wall of text and basic Blizzard loading screen background. When the game started, I saw very low quality skull. Warcraft 3 doesn't have great graphics so use better angles to hide such low textures. For example, this could have be avoided by adding a custom picture or simply doing the thing differently.

The first cinematics were boring as there were just one Blademaster telling things and the camera didn't move at all. There wasn't any special effects and it left me a feeling "just another grind quest with horrible cinematics". If you're gonna put cinematics to RPG type of map, at least make them watchable.

The gameplay itself was pretty smooth and working. The hotkeys were a problem with Archer. I had X, Z, T and D hotkeys. I mean what? What have you been thinking when adding these hotkeys? Place the hotkeys close to each other, for example Q, W, E and R is a better idea.

The game for 15 minutes was a tunnel which means the game doesn't have much replay value. I don't know if this goes all the way to the last boss but if so, that's a bad thing. What I also realized that the item placement in shops wasn't organized. It was a mess.

Also there was no credits in the quest log or anywhere to be found when we played. I don't know if there is in the end.

The game was working. You added some fancy staff like floating damage texts, custom health bar, the abilities worked an so on. However, there was nothing special that made me think that this game is a great game.

With Hive standards, I give this map recommended.

Reading the first few points made me ask, are you sure you have played the latest version?
 
Level 2
Joined
Feb 4, 2013
Messages
32
Hello it's Aero judging!

I played the game with PKCrafty and Vengeancekael. We didn't finish the game and we just played about it about 15 minutes until I was suddenly disconnected with PKCrafty. I've no idea if it was the game, the host or Garena itself. I still wanted to give my feedback about the map even if I didn't complete the game. This review is lacking because I didn't complete the game.

Firstly, the loading screen was boring with wall of text and basic Blizzard loading screen background. When the game started, I saw very low quality skull. Warcraft 3 doesn't have great graphics so use better angles to hide such low textures. For example, this could have be avoided by adding a custom picture or simply doing the thing differently.

The first cinematics were boring as there were just one Blademaster telling things and the camera didn't move at all. There wasn't any special effects and it left me a feeling "just another grind quest with horrible cinematics". If you're gonna put cinematics to RPG type of map, at least make them watchable.

The gameplay itself was pretty smooth and working. The hotkeys were a problem with Archer. I had X, Z, T and D hotkeys. I mean what? What have you been thinking when adding these hotkeys? Place the hotkeys close to each other, for example Q, W, E and R is a better idea.

The game for 15 minutes was a tunnel which means the game doesn't have much replay value. I don't know if this goes all the way to the last boss but if so, that's a bad thing. What I also realized that the item placement in shops wasn't organized. It was a mess.

Also there was no credits in the quest log or anywhere to be found when we played. I don't know if there is in the end.

The game was working. You added some fancy staff like floating damage texts, custom health bar, the abilities worked an so on. However, there was nothing special that made me think that this game is a great game.

With Hive standards, I give this map recommended.

You spent 15 minutes playing this game but 5 for this post, i don think that's smart! By the way, the 'boring stuff' can just be esced, that's only for the beginner i think. For the hot keys, have you played Lich in solo, how about that, if you wanna change them, just download a changer, then you will have your QWERT
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hello it's Aero judging!

I played the game with PKCrafty and Vengeancekael. We didn't finish the game and we just played about it about 15 minutes until I was suddenly disconnected with PKCrafty. I've no idea if it was the game, the host or Garena itself. I still wanted to give my feedback about the map even if I didn't complete the game. This review is lacking because I didn't complete the game.

Firstly, the loading screen was boring with wall of text and basic Blizzard loading screen background. When the game started, I saw very low quality skull. Warcraft 3 doesn't have great graphics so use better angles to hide such low textures. For example, this could have be avoided by adding a custom picture or simply doing the thing differently.

The first cinematics were boring as there were just one Blademaster telling things and the camera didn't move at all. There wasn't any special effects and it left me a feeling "just another grind quest with horrible cinematics". If you're gonna put cinematics to RPG type of map, at least make them watchable.

The gameplay itself was pretty smooth and working. The hotkeys were a problem with Archer. I had X, Z, T and D hotkeys. I mean what? What have you been thinking when adding these hotkeys? Place the hotkeys close to each other, for example Q, W, E and R is a better idea.

The game for 15 minutes was a tunnel which means the game doesn't have much replay value. I don't know if this goes all the way to the last boss but if so, that's a bad thing. What I also realized that the item placement in shops wasn't organized. It was a mess.

Also there was no credits in the quest log or anywhere to be found when we played. I don't know if there is in the end.

The game was working. You added some fancy staff like floating damage texts, custom health bar, the abilities worked an so on. However, there was nothing special that made me think that this game is a great game.

With Hive standards, I give this map recommended.

You are giving me rating based on the loading screen, the hotkeys and the cinematics which are totally for introducing the player to the game?

You say you saw nothing special. First off, I don't know what do you have in mind as special, because this is a Dungeon Crawler map. In such type of maps, "special" could be the ESC stat system. The shop system. The backpack. The variety of heroes. The difficulty settings. The custom Gold and XP system. The item drop system. The Legendary items that are acquired through puzzle-solving and exploration. Oh.. wait.. you didn't get there, didn't you?

Are you aware of what the Alt+Q combination does, Aero? It quits the game. There are people who use "Alt" to display health bars and I've seen people leave the game because of that.

Most of the heroes have WERT as hotkeys, but not Q.

You say the shop is a mess. How much more organised would you like it to be? If you spent a little more time actually playing than judging the skippable cinematics, you might have gotten used to how it works. Component items are distributed in separate sub-shops according to primary attributes while recipes are in their own subshops.

The first cinematic explains via text messages the basic rules and specifics of the map, while giving you something to watch meanwhile. It's not meant to be with "fancy special effects". Do you seriously judge a dungeon crawler map by the special effects in it's first cinematic? ...

The second cinematic with the Captain isn't "just another grind quest". It provides you with side objectives to complete while moving through the map.

I expected something more from someone with your reputation. (By reputation I don't mean reputation points.)
 
Level 37
Joined
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Messages
7,614
Reading the first few points made me ask, are you sure you have played the latest version?

No idea. Vengeancekael just hosted the game.

switchwitch said:
You spent 15 minutes playing this game but 5 for this post, i don think that's smart!

I still wanted to give my opinion. If I go with a mood to review a map I review it no matter what. Smart or not, I still did it.

switchwitch said:
For the hot keys, have you played Lich in solo, how about that, if you wanna change them, just download a changer, then you will have your QWERT

No I haven't. But I didn't say there was a problem with Lich. The problem was with the Archer.

switchwitch said:
By the way, the 'boring stuff' can just be esced, that's only for the beginner i think.

But of course I am a beginner in this game. What else do you expect? I just played the game first time. Do I have to play the game 10 times before I can judge it? No, no, no.

spasorc said:
You are giving me rating based on the loading screen, the hotkeys and the cinematics which are totally for introducing the player to the game?

We have to remember these things are very important too. I mean, these things gives the first feeling about the game. But to your question; no, otherwise the game would have 0/5.

I rated the game of all the things I mentioned and overall feeling I had about the game. The gameplay was the one that gave most of the points, but there were problems that dropped my rating.

If the game doesn't have much replay, like I felt, I expect the map to be epic one time journey. The map should give the player feeling that this is a great game and I really wanna save the world! This game just gave me a feeling we're somewhere, doing something and we say "For The Horde!". But of course I played the game only the first 15 minutes.

spasorc said:
You say you saw nothing special. First off, I don't know what do you have in mind as special, because this is a Dungeon Crawler map. In such type of maps, "special" could be the ESC stat system. The shop system. The backpack. The variety of heroes. The difficulty settings. The custom Gold and XP system. The item drop system. The Legendary items that are acquired through puzzle-solving and exploration. Oh.. wait.. you didn't get there, didn't you?

And these things gave you a lot of points. I mean, I said the gameplay was great. But even after all these things, the game doesn't get 5/5 from me.

spasorc said:
Are you aware of what the Alt+Q combination does, Aero? It quits the game. There are people who use "Alt" to display health bars and I've seen people leave the game because of that.

Most of the heroes have WERT as hotkeys, but not Q.

Well, I didn't see this one coming. Never ever heard of this problem. But still X, Z, T and D? I mean what?

spasorc said:
You say the shop is a mess. How much more organised would you like it to be?
Potions to one line, then armors and finally weapons for example. I just saw that my own game has exactly the same problem. I think it looks sexier if potions are in one line instead of all around.

spasorc said:
If you spent a little more time actually playing than judging the skippable cinematics, you might have gotten used to how it works.

I've a feeling you're now mocking now your own cinematics. But anyway, it was a working "dungeon crawler".

spasorc said:
The first cinematic explains via text messages the basic rules and specifics of the map, while giving you something to watch meanwhile. It's not meant to be with "fancy special effects". Do you seriously judge a dungeon crawler map by the special effects in it's first cinematic? ...

What do you mean meanwhile? Can I play at the same time while I watch a cinematic? If it's not made to be that awesome why make it in the first place? I think that part could have been done without a cinematic. But of course cinematics can create a good feeling to player and make them like your game instantly. This one didn't. And about your question, definitely yes. It is part of the game.

spasorc said:
I expected something more from someone with your reputation. (By reputation I don't mean reputation points.)
No need to start mocking personally. I am what I am and that's it.
 
Level 2
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Messages
32
No experience for the first dungoen, who offered that idea.....what shall we do, kill or not kill, that's confusing....

OK, Ring of Oblivion seems still not working, can you check again with that?
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
1,994
But still X, Z, T and D? I mean what?

I understand that people are getting used to QWERT hotkeys nowadays and I will change that as soon as possible.

Potions to one line, then armors and finally weapons for example. I just saw that my own game has exactly the same problem. I think it looks sexier if potions are in one line instead of all around.

There is a "Consumables" subsection in the shop. There you have Potions, Elixirs and Scrolls. Or do you mean that it would be better if potions are in one row, elixirs in another and so on?

I've a feeling you're now mocking now your own cinematics. But anyway, it was a working "dungeon crawler".

I am not moking them. I will repeat myself by saying that I never aimed for fancy cinematics. It's the same as if someone reviews a TD map and says: "Your cinematic has nothing special in it with no special effects and nothing fancy." It's a TD.. who needs a fancy cinematic? To some extent this is valid for this map too. I say "to some extent", because there is some story behind all of that and I made an average cinematic with a captain giving instructions. While I agree with you that the shop and the hotkeys could reduce the overall rating, I don't think that the cinematics should. Why? Well because in my opinion the intro cinematics give you first impression of the map. I don't want players to hop right into the game right after loading screen, so I made the captain cinematic to explain what's going on. That's what I wanted there: Someone explaining to players how do they end up there. I don't want an epic battle or explosions or whatever...


What do you mean meanwhile? Can I play at the same time while I watch a cinematic? If it's not made to be that awesome why make it in the first place? I think that part could have been done without a cinematic. But of course cinematics can create a good feeling to player and make them like your game instantly. This one didn't. And about your question, definitely yes. It is part of the game.

During the "Gate" cinematic messages appear that explain the basic rules of the map. You prefer to have black screen while reading over mini cinematic displaying the front gate of the Sunken City?

No need to start mocking personally. I am what I am and that's it.

I am not mocking you. If I sound like that, I appologise. I just know you as a skilled mapmaker with a lot of experience and then in short I recieve this review:

"I played 15 minutes of a map that takes ~3-4 hours. However I will give rating based on these sole 15 minutes, 10 of which are cinematics, hero picking and simple creeps/puzzles for introducing the players to the map. The guy obivously made every possible system that a dungeon crawler could need. However the lodaing screen and the cinematic weren't nice enough. Hmm... inconvenient hotkeys that take about 5 minutes for him to fix? BAAAM, -1 rating. Screw his hard work on the systems, heroes, bosses, terrain." Are the cinematic and loading screen THAT importnat for you to downrate the map with 1 point? After I explained my thoughts on cinematics in this map?

If you read through past comments you will see that I always accept criticism and I try my best to become better and improve. But I've never seen someone downrate the whole game based on one cinematic and the loading screen. And the loading screen... what's wrong with it anyways..?
 
Level 2
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Feb 4, 2013
Messages
32
@Aero

I agree with you about the loading screen, that can be more shining and i believe spasorc is able to make it better for wathcing. How about a picture of Anne Hathaway, she's really sexy,especially when got off the car... do you have that picture in your computer?

However, as a beginner, I think it's really nesessary to check the txts....

For the hot keys, never mind , maybe someone likes ZXCV just as you prefer QWER, I don think that's a problem. when i use lich for a metaphor, that means the complication of spell casting in warcrft 3 solo games. no body compalned the hotkey blabla to blizzard.

The traps and puzzles in this Map are really interesting, why don you have a try, to fight till the end.
 
Last edited:
Level 2
Joined
Feb 19, 2013
Messages
20
I think the things that make this map is a special one is because things inside it, not the cinematics, hot keys qwerty, loading screen... but, it is because of the systems which is backpack system, shops, recipe, drop items, many custom skills/heroes, puzzles, landscapes...
 

SpasMaster

Hosted Project: SC
Level 24
Joined
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Messages
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No experience for the first dungoen, who offered that idea.....what shall we do, kill or not kill, that's confusing....

It's a dungeon. Dungeons are optional. If you wanna play more of the map, go in the Dungeon. If you wanna finish up faster, skip them.

But if it gives XP, would you skip it? No. To achieve skippability the dungeon must not grant XP. That's what offered me the idea.

OK, Ring of Oblivion seems still not working, can you check again with that?

I checked it like 1000000 times. It. Is. Working. If you are unlucky enough to get no procs (or not notice its proc) then don't blame the item please.
 
Level 2
Joined
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Messages
32
It's a dungeon. Dungeons are optional. If you wanna play more of the map, go in the Dungeon. If you wanna finish up faster, skip them.

But if it gives XP, would you skip it? No. To achieve skippability the dungeon must not grant XP. That's what offered me the idea.



I checked it like 1000000 times. It. Is. Working. If you are unlucky enough to get no procs (or not notice its proc) then don't blame the item please.

I tested it again just now, agility: 34+10. Attacks: 200 times, no bonus damage as described.
 
Level 13
Joined
Feb 16, 2007
Messages
229
We managed to beat the map last night, but we found a few bugs:
-The message that shows up when you get close to the Pit Lord's gate when it's close keeps showing up, even after you open it. (There was another one with the same problem, but I forgot where it was)
-The laugh that plays when you use the orange waygate plays every time you use it, even after the boss has been killed.
-The door to the final boss's room remains closed even after beating the boss, keeping you stuck on the end area. (and if it's not a bug, it should be changed.)
-On the End zone, Every time you step on the cinematic region, it'll play again and again, making it impossible to go back. It should only play the final cinematic once. (you can use the recall from the spawn to escape, but it shouldn't be like that.)

Apart from that, it was fun.


Also, we only found 22 of the 23 secret areas (and also the secret zone. I'm glad I decided to keep the crown with me.), we double checked every corner of the map but we couldn't find whatever the last area was.
 
Level 37
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The reason behind my agressive judging is that time to time I challenge some map makers. If a good map is published I want to bring the map maker back from the heavens to Earth and tell him that his map isn't a god's gift.

spasorc said:
There is a "Consumables" subsection in the shop. There you have Potions, Elixirs and Scrolls. Or do you mean that it would be better if potions are in one row, elixirs in another and so on?
Yes.

spasorc said:
During the "Gate" cinematic messages appear that explain the basic rules of the map. You prefer to have black screen while reading over mini cinematic displaying the front gate of the Sunken City?
You can explain basic rules of the map while people are playing the game. And they should be also found from the quest menu for example. No need to force these tips.

spasorc said:
"I played 15 minutes of a map that takes ~3-4 hours. However I will give rating based on these sole 15 minutes, 10 of which are cinematics, hero picking and simple creeps/puzzles for introducing the players to the map. The guy obivously made every possible system that a dungeon crawler could need. However the lodaing screen and the cinematic weren't nice enough. Hmm... inconvenient hotkeys that take about 5 minutes for him to fix? BAAAM, -1 rating. Screw his hard work on the systems, heroes, bosses, terrain." Are the cinematic and loading screen THAT importnat for you to downrate the map with 1 point? After I explained my thoughts on cinematics in this map?
The map rating doesn't come from hard work. The map itself gives the rating.

I was between Useful, Recommended, Highly Recommended. I wouldn't at this point highly recommend the map to anyone. I would just recommend.

spasorc said:
If you read through past comments you will see that I always accept criticism and I try my best to become better and improve.
Good. Then I've miss judged this thing. Well, mostly because I was asked to review this map. I usually pick a map maker who is haughty about his map and then bring him back to Earth.

spasorc said:
I've never seen someone downrate the whole game based on one cinematic and the loading screen. And the loading screen... what's wrong with it anyways..?
Aeroblyctos said:
We have to remember these things are very important too. I mean, these things gives the first feeling about the game. But to your question; no, otherwise the game would have 0/5.

I rated the game of all the things I mentioned and overall feeling I had about the game. The gameplay was the one that gave most of the points, but there were problems that dropped my rating.

If the game doesn't have much replay, like I felt, I expect the map to be epic one time journey. The map should give the player feeling that this is a great game and I really wanna save the world! This game just gave me a feeling we're somewhere, doing something and we say "For The Horde!". But of course I played the game only the first 15 minutes.
Like I said, the rating didn't just come from these two things you mentioned.

And like I said before, I just played such a short time the game. Based on that time I judged the map.

About loading screen, well it works but there's nothing unique about it. It is the second thing player sees after map preview picture. It should give player motivation to play the game or should be unique in some way compared to other maps. Now it's just another hastily created loading screen.
 
Level 2
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32
The reason behind my agressive judging is that time to time I challenge some map makers. If a good map is published I want to bring the map maker back from the heavens to Earth and tell him that his map isn't a god's gift..

As we havnt seen him since the last post which shows someone planed to shoot himself , I think it's gonna be your responsibility to bring him back to the earth this time.:thumbs_up:
 
Level 2
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32
Seems lots of work have been done, you are so fast. I ll find a friend to play with.

By the way, are you always being fast? I mean for some other stuff you know.
 
Level 1
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Feb 28, 2013
Messages
3
The mod seems to chew up resources after so long which is annoying, first time through we didn't realizes you had limited number of saves so we couldn't reload the map to remove the lag. eventually our one member died after us screaming at each other in frustration over the game being unplayable lagy.

2nd play through we knew about the limited number of saves and saved them to clear lag everything was good until we bugged the two switches you have to hit for the purple troll in the library. what had happened is one of us was a witch doctor and had already tripped the switches long before getting to the area using his wards over walls. luckily we bypassed the door by jumping to portal that leads to the overlords boss room so we killed him but couldn't move on because the other quests were not complete because we had bypassed part of the map after it bugged. so what I did was I was able to get my summon over the door on the right and walk over till the end and it said we won. I was only looking for another resurrection stone to bypass the door and move on with the game but I guess winning was ok consolation.

Final opinion if something could be done about the lag that builds having the map open to long and the switches being kinda glitchy the rest of the game isn't to bad. it is extremely frustrating though farming up your base attack over 250 using chaoseater or getting your base agility over 200 by level 10 using a mitus and the agility tomes from the store and then the game not being playable so you can have fun and enjoy all your hard work.
 
Level 13
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Feb 16, 2007
Messages
229
@kial do you have an old pc? Because I played thru the entire map with no lag, except for the huge zombie horde (that should be changed, no pc can tolerate 100 units at once.)

The elevators automatically lift you up, you only need to use the levers to bring them down.

Also, you can save, then leave and load, and you'll be able to save again. That is WC3's limitations.
Just make sure not to save twice in a row, or to save after someone disconected, it can and will glitch. Again, WC3's limitations.
 

SpasMaster

Hosted Project: SC
Level 24
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Jan 29, 2010
Messages
1,994
I suspect something went wrong in v.1.1.8. I also experienced a lag that builds up as the game goes on. If anyone else has the same issue please report it with as many details as you can. I am still unaware of the reason behind it but I will try to fix this as soon as possible.
 
Level 1
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Messages
3
The switches that glitched were not the elevator switches but the two switches you have to hit in the library that there is a cut scene specifically telling you about. Not elevator switches.

The computer hosting is not top of the line but is newer I believe it is running a dual core at about 2ghz and 3gb of memory(which is the max that a 32bit operating system can handle)which if the mod requires more is terrifying.

My professional opinion as a programmer is there is a memory leak because the game continues to take up more and more memory the longer it is left on which is understandable to some degree but should eventually taper off at some point. But I have never worked using the wc3 modding utilities so I don't know specifically what will cause this type problem and how to deal with it.
 

Vunjo

Hosted Project: SC
Level 19
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Jul 1, 2010
Messages
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I'm proud to announce that we have fixed the lag issue. The newest version will be uploaded tonight.

This version will also be a lot more optimised in general compared to other versions.
 
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