• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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

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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.
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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 19, 2013
Messages
20
the flesheater evasion of shadow hunter hero got reduced to 35% but it did't level up like spike on ranger hero or any normal skill on other heroes??
 
Level 1
Joined
Jun 17, 2013
Messages
1
I just joined these forums only to tell you what a great map this is!!!! Me and my 2 friends finished it in 6.5 hours and it was the best map we've ever played. I can't believe how well our heroes synergized with each other (Witch Doctor, Berserker and Warrior) and this was only our first playthrough!!
Loved how the map doesn't doubt your intelligence and actually puts up a challenge (both with the enemies and the puzzles). Finding all of the Artifacts felt awesome and we also found one of the divine items! (Tablet of Life!)
Lots of props to the creator, love your work, hoping for a second one!
 
Level 2
Joined
Feb 4, 2013
Messages
32
I just joined these forums only to tell you what a great map this is!!!! Me and my 2 friends finished it in 6.5 hours and it was the best map we've ever played. I can't believe how well our heroes synergized with each other (Witch Doctor, Berserker and Warrior) and this was only our first playthrough!!
Loved how the map doesn't doubt your intelligence and actually puts up a challenge (both with the enemies and the puzzles). Finding all of the Artifacts felt awesome and we also found one of the divine items! (Tablet of Life!)
Lots of props to the creator, love your work, hoping for a second one!

Dude, how did you find this Tablet of Life, I ve never found her so far... Does it has anything to do with the Old Compass?
 
Level 1
Joined
Jun 10, 2013
Messages
8
I played this map on garena with my friends but idk for what reason my friends got dced from the map and i was alone there in the game....???
 
Level 4
Joined
Apr 27, 2011
Messages
88
As far as I remember I was one of the "firsts" how found the Tablet of Life. And from that time the way how it could be obtained never changed. But I still dunno what do the old compass marking - for sure not the "way how to obtain the Tablet". Maybe it has to be upgraded? Anyway, Tablet could be obtained even without a compass, you just need to think)

And spasorc, I think you meant the RIGHT door insted of LEFT in this post:
"The password for the left door is a message. Try to look for an item that has this message on it."

Because the only one way how to find the second RED-CLASS item (LEFT DOOR) was connected with teleport staff, and it is pretty much powerful - even more than Tablet.
Great that in the last version you changed the mechanism of teleport usage - only on heroes))

The two last things that still remains the secret for me is a lost tuskar - how is he connected to some quest - and the mask of kergaloth - for sure it is not needed as a general item as far as when you are able too obtain it - all monsters are already dead))
Maybe some hints about this two things?))

P.S. Spacorc, Still great work, constant significant upgrades and high quality of map (never faced a single bug in a past 10 versions for sure). You are still one of the Hive RPG headliners.
 
Level 2
Joined
Jan 27, 2013
Messages
19
If you want, I can give you MPQ files that contain ripped models that will replace your Wc3 models with Wow models. Also I can give you some ripped WoW characters. If you want that is, but if you do this your map will use a lot more more memory (not a good thing)...one more thing, where is the download button? ):
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
If you want, I can give you MPQ files that contain ripped models that will replace your Wc3 models with Wow models. Also I can give you some ripped WoW characters. If you want that is, but if you do this your map will use a lot more more memory (not a good thing)...one more thing, where is the download button? ):

I would have to refuse your MPQ offer, but thanks. =)

The download button is right before the comments start. Big red button.
 
Level 2
Joined
Feb 19, 2013
Messages
20
there's a bug in new hero agi = marauder... on skill brutality which increase the abilities damage by 10/20/30/40...
when the first level leardned, it works normally, but when u choose the level two on this skill, and u used it, somehow it goes back to level one, this happens all the time until lvl 18, and I can't learn any skill anymore... please check it.. thx

great hero marauder... like it very much...
 
Level 1
Joined
Jul 10, 2013
Messages
3
This is a great map, but my friends and i got to a point, where we had no idea what to do, and it kept saying check the throne room behind you, and we kept on checking, but couldn't find anything it was very frustrating. also the electrical orb has a glitch when you take it out of your inventory it just vanishes, and is lost completely.
 
Level 2
Joined
May 11, 2013
Messages
14
Hey.

1.4.7 feels refreshed - good job.
Anyway, as far as I like the earthquake effect I think it's too often - anyone feel that way too? After a while it was annoyin...

I didn't get to play much yet but I had a game of Tide/Berskr/Farseer and we all got kicked out the game at one point - don't know if it's a bug. Everything slowed down and we got booted. The moment it happened was early game - at the first spikey elevator trap which gets you to the lever that lowers down the secret area. We decided to send the farseers summoned ferals but the spirit didn't make it in time and as he was supposed to be killed by spikes it kicked us all out the game. It was strange and just wanted to share.

All the best, take care!
 
Level 1
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Jun 1, 2013
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8
Ehm... Why is the only avaliable amount of lives on long awaited insane difficulty five? If you intended it to be really insane then pls add also the possibility to play with one life on this difficulty.
 
Level 2
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Jul 1, 2013
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35
(Edit : this may not answer the comment above because i disunderstood it) you see the note that says something like "at insane difficulty each hero will get a powerful item" , maybe in the f9 i dont remember correctly .
Btw i would be very appreciated if you made single player mode , like choosing this mode will remove the two unit needed seals near the start ? Only heroes that can solo this i find are the summoners like the necromancer with skeleton summon .
 
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SpasMaster

Hosted Project: SC
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Dont you see the note that says something like "at insane difficulty each hero will get a powerful item" , maybe in the f9 i dont remember correctly .
Btw i would be very appreciated if you made single player mode , like choosing this mode will remove the two unit needed seals near the start ? Only heroes that can solo this i find are the summoners like the necromancer with skeleton summon .

For the "n-th" time in this thread: Just before the bridge there is an Ancient Bookshelf which has 100% chance to drop a Healing Ward that can be used to power the bridge, no matter what hero you use.

Ehm... Why is the only avaliable amount of lives on long awaited insane difficulty five? If you intended it to be really insane then pls add also the possibility to play with one life on this difficulty.

Because deaths may happen because of delay, lag-spiking or any other reason that is not up to the players. Besides, five lives is already hard enough.
 
Level 1
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Because deaths may happen because of delay, lag-spiking or any other reason that is not up to the players. Besides, five lives is already hard enough.

And here we go again... Delays, lags or momental disconnections are more likely problems of internet connection/lan you use, not map's fault. From a complete disconnection no amount of lives would let you play from the disconnection moment. And mentioned lags can be pretty easily dodged, it just takes a little more carefull and safe gameplay. To be more accurate if you expect lags then you shouldn't be blind and have a good teamwork with other teammates. That's the best way to save from such unexpected problems (ex. when I wanted to avoid the trap near the fire lord, the one that is in the middle of the way, I got a temporal disconnect for a few seconds. Unfortunatelly my character kept on going the way I directed him, but without the intentions of avoiding the trap, so my friend blocked my char using his skeletal minions). Also such problems doesn't disappear in lower difficulty modes and yet you can play there on one life.

Secondly... Man... Get real... Sorry for that, but even starting with one life you can gain like 7+ lives through game... (didn't play later versions than 1.4.0 so I added "+" assuming there might be more now) And also pls don't get mad but difference in difficulty levels is hardly noticeable... Maybe only the first 40min of the game on insane might take like max 5-10min more to complete than on hell.

Well for the last thing I've probably said it before but there are some players who likes really hard challenges and will complete them no matter how impossible they might be. If your map is played by rookies, then they got plenty options to adjust map to their level, no need to limit it with "it is hard, you shall not pass, so i give you 5 lives instead of 1" :ogre_haosis:
Also you should have noticed but in this map there are plenty, really plenty ways to boost your character statistics. So increasing the difficulty of monsters little by little won't do much, an experienced player would just use more of the possibilities to boost stats (thats why I said maybe only the start of the game might feel harder) accordingly to monsters strength. To make the whole game harder you should either drastically increase monsters strenght or decrease the possibilities of feeding heroes with steroids.

The belt with spellshield - when you click on it in the inventory, the spellshield goes on cooldown and stacks effects such as additional perma health from diabolic scepter...
 
Level 4
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Jul 29, 2011
Messages
44
there is a way to play it solo, controlling three heroes: at the beginning of the map, write cheat 'synergy', it allows you to pick more than one hero
edit: no longer, version 1.5.0 disabled this cheat
 
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Level 4
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Jul 25, 2008
Messages
55
I stopped playing this around the time the Engineer was taken out. I don't know if he's back in or not, but, if not, do you ever plan on putting him back in? There were many weak points about him, but all of those could have been improved. He was my favorite hero, ever.
 

SpasMaster

Hosted Project: SC
Level 24
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I stopped playing this around the time the Engineer was taken out. I don't know if he's back in or not, but, if not, do you ever plan on putting him back in? There were many weak points about him, but all of those could have been improved. He was my favorite hero, ever.

That's quite the break you took. The map has evolved significantly since then. You might not recognize it :D

Since the Engineer was taken out, 2 new goblin heroes have been added - The Sapper and the Bruiser. You may find the Sapper very similar to the Engineer. =)

And to answer your quesion directly: No I am not planning to bring him back. However he pretty much lives within those two other goblins.
 
Level 6
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Jan 26, 2012
Messages
230
Warcraft,we meet again! At least a year passed since I played so this was a good map to start.
Everything is better than I remember,I can see you really like what you are doing,the passion is showing.I would love to see you start a new map though,The w3 community is smaller every day so something fresh and new would be exciting.
Complaints?things that you could improve?I only have two and one of it is minor.
1)minor: change items into categories,like : DPS items,tanking...etc
2)allow cheating.I don't understand why you disabled it.A lot of people enjoy this map in single player why do you deny that?I have wasted a lot of hours playing with Synergy,just testing out stuff.why can't you allow all cheats for us to enjoy?it's not like we are hurting anyone...
anyway,thanks for your dedication!
 
Level 6
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Feb 23, 2008
Messages
302
Okay we've finished the map and I'm now ready to rate this.

We only had 2 players to play and we decided to play it on easy. I was a healer(the two-headed Ogre) and my friend was a tank(Deathknight) took us roughly 5 hours and we weren't able to open the Master's Chamber(or whatever it's called. Was password protected)

So first off the game is fairly decent all over, replay value is low but that's a given. Might just play it twice or thrice afterwards since I've already finished it once.

Running back and forth is a pain in the ass, that's all I can say.

Encountered a minimal bug with the weapon that gives 1 health per skillcast. It doesn't have a 1.5 second cooldown, it's longer from what I noticed.

It's quite annoying that quest rewards can't be used to craft items, but it's okay.

Lastly, the ending sucks. It was so anticlimatic and non-rewarding that those 5 hours we spent playing the game felt like a complete waste.

Also, some items gives out wrong stat boosts. We got two items I think that says it gives +stats on str and agi but turns out it gives stats to agi and int.

Map gets a 4/5 but even with all the minimal crap it has, the ending's the only reason I'm deducting a point on its overall score.
 
Level 1
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Jul 23, 2013
Messages
1
Great Map

So i've beaten this map a few times on pretty much any difficulty/lives (except 1 life) as well as read some of previous postsnon this thread.

First of all... Thank you for this map. It has been a waste of a dozen hours of my life but it was a good waste =D

I also see that you're still working on the map and it's a pleasure to see that as a player, knowing that the map moves forwards (may it be for the best or for the worst =P)

Don't think you will care about this part but I like your mindset concerning the map, meaning that you are set on building a complete dungeon crawler and that you don't try to sastify every whiny baby that comes your way requesting save/load, more maps, ridiculous difficulties (that other post requesting a difficulty with final boss'z dmg 6k-12k with 50% crit or smth made me laugh a lot and then cry a lil' xD). Anyway keep on going.

*Brace yourselves for i am terrible at remembering names =S
The balance is a bit off but that takes time, everyone should realize that. There are some gamebreaking items and spells though :
- As mentionned a few times already, stat-boosting items, a quick fix while finding a better one would be to set a limit as you did for the undead slayer (i think?? The str/agi axe)
=> There is one big bug though that needs fixing asap (at least i guess it's not supposed to work that way), you can proc the +1hp as well as the +1stats by using the str/agi item (to check carges) as well as any other one like compas or worse... the Queen's scepter (really short CD). Those items have a short CD and no mana cost making steroid-heroes easy to make if wanted (I soloed last boss on hard in a 3-player game with a Warrior)
- Another item deserving a special mention would be the "lifesteal" ring (20% of agi chance to steal x% of max life), that's easily 40%+ (200agi) to lifesteal and dmg for around 1k hps on the few last bosses. Seems kinda off for me.
- Stat boosting spells fall under the same category with games lasting 4h, you catch my drift.
- Gold boosting items for the same reason as above (those giving gold/sec)
- Minor balacing on the legendaries, imho agi>>>str>int>dawn

As requested by other people a few more enemy spells wouldn't hurt but we can't be too demanding, it's alot of work (some bosses do need them though : Hydra, Turtle, Firelord, just to name a few)

Another little thing that caught my attention was the quest log, at the end of 1.5.0. I had an undiscovered quest and another undiscovered quest that was "Finished" so we spent an hour running (the big black undicovered areas were freaking us out) around trying to figure it out before giving up and going to singleplayer to use iseedeadpeople (shame on us) only to discover we didn't actually miss anything except a random blademaster. I would really love if it could be clear when you did actually achieve 100% or what is missing, if not "what" then at least "how many" or so because this map is about 100% completition =P For the same reason it would be great to know how many artefacts are available (i'm not asking any tips on how to get them) but just knowing that there's at least one more out there that we can get (playing legit) or not =P
Wow that made a wall of text.

I loved the addition of the book stands as it contains a bit of trivia and i would like to make a suggestion about it, as stated a few times, there is alot of running back and forth, it would be great if you could read the books while doing so (as a spell in the backpack that lets you read any visited bookstand), it would make the map a lot more pleasant


Hope i didn't rabble too much and that it was half decent criticism. Well this map still deserves 5/5 with all the stars, flowers, sprinkles and all that jolly stuff =D Great job!!!
With that being said, finished 1.5.0, finished the review, it's 4:06 AM, wooooo sleep!!!





Other thinkies :

Can i ask for your mindset behind those 2 OP slimes in the 10+ area? =D

Mini-spoilers below (maybe)
And that compas is a real troll in 1.5.0., don't know if it's on purpose but i had to draw a box where it said it wasn't "too far" and use the scepter everywhere near the middle of that ><

Sneaky rogue item placement, almost missed it =P +1 for that =D

Naga can swim pretty far, some areas aren't really closed =P

If you have the time & energy and want to keep on working on this map, i'd love to be an idea-pouch at your disposal if you still need some.
 
Level 2
Joined
May 12, 2013
Messages
24
That's quite the break you took. The map has evolved significantly since then. You might not recognize it :D

Since the Engineer was taken out, 2 new goblin heroes have been added - The Sapper and the Bruiser. You may find the Sapper very similar to the Engineer. =)

And to answer your quesion directly: No I am not planning to bring him back. However he pretty much lives within those two other goblins.

i just ask is it possible to play as 1 player ?
 
Level 1
Joined
Jan 29, 2010
Messages
2
there is some part of the map require to have 2 ppl or 1 summon pets to go further, it make the map impossible to play alone with every characters, i rather play alone though, can you fix that ?
 
Level 5
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Jun 23, 2013
Messages
151
This map is good, and pretty hard too.
I like this map, but I can't get a friend to play together.
Keep going spasorc, I'll wait next update :)
 
Level 15
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Aug 7, 2013
Messages
1,342
I found out how to get the Tablet of Life. My question is now, should I ever get it in a game with others, because then they would know it too.

Also, I was curious if you could answer a question about the Master's chamber--is the password an actual string/text message like for the other door? Or is it something more complicated? I know it's not for anyone but you (the maker), but I was just curious ^^
 
Level 15
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I would have appreciated a direct answer to my last question, but somebody already confirmed what I have been suspecting.

I combed over the jass script (it was relatively transparent, despite any silly obfuscation :p) and found no way to physically obtain the item in the left room of the master's chamber. There is no region, no teleport, that could possibly get someone in there. The door is never referenced either, except in its initialization--it will never open. In addition, the item id for the wyrm item is not referenced in any trigger except in its initial placement, so I am doubtful there is some hidden trigger that just creates the item, and that you use that room for bait.

I think it's appropriate though that it cannot even been obtained in the latest version, since now the only way to get it would be to have access to the map itself, which means it's just for the master ^^, and so the only way to get it would be to play an earlier version, or altogether just add in a new trigger to the jass.
 
Level 1
Joined
Jul 10, 2013
Messages
2
Hello,
Could you please check if everything is alright with Queen's Broken Crown (Tiara?)? I played this map sometimes in 1.5.0 version and I remember I got this item in the early game, somewhere near Azsune, but now I'm playing 1.5.2 version and I couldn't find it, at least by now.
 
Level 1
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Aug 18, 2013
Messages
1
Need Help, was stuck for 2 hours

Hello,

I greatly appreciate the extensive development this map has evidently undergone. Congratulations on such a polished final product.

I only have a few critiques. First, after being stuck for 1.5 hours on the quest Find the Lost Goblins, we realized we had also not completed Reforging the Tiara and Killing Ratzen (idk name). Our brewmaster used some skill to jump across a locked/broken door and enter the troll area of Ratzen, and then activated a rune stone to teleport the rest of us over. I'm pretty sure that is not how we were supposed to get there, but we somehow completely missed that whole segment of the game until we were stuck. Perhaps making the path there more obvious (it seems to be in the right corner of the map, while most of the progression is south to north down the middle). After killing him however, we spent 2 hours looking for where to reforge the queen's tiara. It was so long ago (idk how we were able to progress so far without it - or whether it was really designed to be that way) that none of us were able to remember where we got it or where it should be used.

After scouring the 57 pages of this thread, I was able to come up with a few clues: It is before you entire Feric's Throne room. It is also supposed to be used with the "Spirit of the King". Putting those things together, I decided it must be supposed to be used on the same spot with Apothecary Harris's request to retrieve the tombstone of the king. After 2 hours of using it on random rituals of power and accentuated squares, one player disconnected and we gave up. Please let me know where we can use it so we can at least live with ourselves after spending 6.5 hours on this game, 3+ of which were not even spent playing.

On that note, a walkthrough would be nice. I think most of the players here understand that playing through on your own is 95% of the fun. But if you had a walkthrough, then you wouldn't get the same question over and over. And when I, or someone like me, gets stuck for 2 hours, they could just look up that smell segment of the walkthrough for help.

Thanks so much,
Shwang
 
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