• 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.
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
Jun 22, 2019
Messages
5
I have 4 heroes (out of the total 21) remaining to adjust to all of the things happening in the current version. I am working on one of them as we speak.
I know I may have been saying this a lot, but real life tasks and chores have been the major dent in my work in the past 2-3 months which happens to be the period when I've done the least amount of progress on 2.4.5.

I will get to the end eventually. I am around the final corner, but there are still some more things that need to be finished.

On a side note, I am not really stoked about the release of Regorged.
As I have been looking at the map in the Reforged Beta, it doesn't look so good and I am pretty sure many things will need to be fixed for that as well. But, that will happen after I release 2.4.5, so it won't delay my release.

I just hope that Reforged will not diminish the -year and half- of work I've put into this version.

ETA?
 
Level 4
Joined
May 29, 2019
Messages
29
I've only seen this key twice so I can't provide anything specific. I guess the name speaks for itself - this key is extremely rare. Haven't encountered the object that interacts with Obelisks, lol. I don't know if Magic Find affects these special drops, cause I've been dedicating a Glyph slot just for that.


If you have seen the key, what is behind the door ? :D Regarding the obelisks, it's an item that was added in last patch I believe (2.4.4-b) and it didn't work back then, fixed with this one (c). I think it was called dark sphere or sth like that, random drop, not so rare as other random drops like the skeletal key or the leaf.
 
Level 2
Joined
Nov 6, 2019
Messages
10
If you have seen the key, what is behind the door ? :D Regarding the obelisks, it's an item that was added in last patch I believe (2.4.4-b) and it didn't work back then, fixed with this one (c). I think it was called dark sphere or sth like that, random drop, not so rare as other random drops like the skeletal key or the leaf.
Behind the door is a secret that leads you to a legendary item. It grants a lot of stats, don't remember exact numbers. Also there are 3 or 4 Tomes of Demonic Knowledge.
I'll start playing the map, see if I can get that rare drop again.
 
Level 1
Joined
Jul 14, 2018
Messages
2
How do I save my progress? Save/Load in the menu is greyed out.
If you're playing on Reforged, it's impossible to play custom maps offline anymore as this feature was seemingly removed, which means no saving. If you have access to a version of Warcraft III prior to Reforged, you would be able to save there.
 
Level 1
Joined
Jan 31, 2020
Messages
2
If you're playing on Reforged, it's impossible to play custom maps offline anymore as this feature was seemingly removed, which means no saving. If you have access to a version of Warcraft III prior to Reforged, you would be able to save there.

Damn. I have my old client still, but the guys I want to play with don't. Oh well, we'll just need to black out a Sunday and go for it. Thank you!
 
Level 1
Joined
Feb 29, 2020
Messages
1
Hello guys. Ive been trying to play this with friends, but first its sad that we cant save. Ive seen some mini RPG when people loaded their save on W3 reforged so it can be working ..
Also, we didnt find the key to open a door after the 2 boss, (the skelet and the demon), ive seen on youtube that the key is suppose to be in flames behind the skelet boss but it wasnt there.
FOr a game with 7h of gameplay, no save is a probleme...
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
its sad that we cant save.
Unfortunately BattleNet save/loading has been disabled for about an year now. It's not something that's in my control.

Ive seen some mini RPG when people loaded their save on W3 reforged so it can be working ..
I'd be interested to see such a game, since Save/Loading doesn't work currently.

Also, we didnt find the key to open a door after the 2 boss, (the skelet and the demon), ive seen on youtube that the key is suppose to be in flames behind the skelet boss but it wasnt there.
Perhaps the video is outdated. The key can be acquired by using the Bucket of Water (located near the Alliance camp) at the flame behind the boss.

FOr a game with 7h of gameplay, no save is a probleme...
I don't disagree that Save/Loading being disabled is a problem, but again: Blizzard disabled it.

And I just want to make it clear that one could reach 7h gameplay if that's one of their first games and they have to spend time figuring out puzzles and such.
A team of 3 players who are familiar with the map and don't have to spend time figuring out how to progress defeat the game in ~3-4h on Hell Standard difficulty. Which would be lower on lower difficulties.
 
Level 3
Joined
Aug 24, 2012
Messages
51
Hello, everyone!
My 1.27 version game does not see the map at all. What version should the game be so we can play it? I didn't find any info in the description, so that's why I'm asking here.
Many thanks!
 
Level 1
Joined
Apr 14, 2020
Messages
1
hi anyone speak spanish?

i have a problem with the map.

which version of warcraft i need to play this map?

inside de game i dont see the map anywhere! i install the map in the download folder, but it doesnt appears :S
 
Level 5
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127
Kinda silly that this information is only displayed on the Search Function, rather than the actual map-page, so I'm not surprised people keep asking.

Question on my part, does Sunken City by now have a proper save-system? Some of my peeps who are interested in running it are in doubt over that.
 
Level 5
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Ahh. I see it now. Sorry then, my bad. But I do wonder why some older maps disclose the version right above the download button, while others, especially newer ones, don't :/

What would be really useful for this kind of map nowadays would be a desciptor for having or not having a save-option, as some people can only devote 1-3 hours to one sitting, and if I recall correctly, Sunken City takes 5-6.
 

SpasMaster

Hosted Project: SC
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1,994
My previous info on the subject

I will add onto that, saying that Save/Load systems that you see in ORGPs that save your character (name, experience, items, abilities, etc) are by design not applicable for Sunken City.
It's just not that type of game.

Sunken City is a Dungeon Crawler where you are not meant to create a character which you continuously save/load and progress every time you hop on into the game. <- That will also never happen.

What is important for the map to have is the option to Save the state of the game and all characters, stop playing, get back later and Load from where you left of. There's no questioning that.

As I mentioned in the link above, that option was present via the default WC3 menu, but has been disabled for the better part of 2 years now by Blizzard.

A Save/Load system (such as the ones used in ORGPs) can save the state of the character you have, but not the state of the game.
Or well.. I think it could, but that would require a ton of (unpleasant) work.
So it's not a great solution... to say the least.

Considering that according to Blizzard the default WC3 save/loading (which does everything that the map requires it to) will return eventually, I am not willing to put the time and effort into adjusting a Save/Load system into preserving the entire state of the game, assuming it can do it to begin with.

So TL;DR:
- Sunken City Save/Loading has to save the game state, not only the characters you play with.
- Old WC3 save/load used to do that before it got disabled
- Save/Load systems save characters, not the game state (unless configured to do so... maybe)

And I do want to say that I completely understand if some people would be discouraged to go for it because they cannot dedicate that amount of time in one sitting.
That's fair.

As I am working on the next update for the map, I am patiently waiting for Blizzard to fix the default save/loading.

P.S: A team of players that does not play for the first time and don't have to spend time learning abilities, items and puzzles can clear the map on Hell Standard in 3-4 hours. Lower difficulties would obviously be shorter, but a team of players that haven't played much would also need some time learning and figuring stuff out.
 
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@SpasMaster Thanks for your reply! This was quite indepth, I understand the issue now.

And I agree that it would be unreasonable to retool all the puzzles, all the enemies, all the removable Layout to be "loadable" by a simple code. I didn't even know that previously in Warcraft you could successfully save inside the game, so I'd have a few questions about that, but that's something I don't want to bother you with, save for one:

If I get an older Version of Sunken City (i.e. from epicwar), how far back do I need to go to arrive at a version, that works with a wc3 version that allows saving/loading to take place?
( To be a little clearer here, we run anything between 1.26a and 1.31.1 on our WC3 Radmincord (Radmin-bound Discord) so we have wiggleroom there. )


On a different note, while we may differ in our views here, but I am not holding my breath for Blizzard to fix this. They still didn't fix the load-game bug that prevents triggers from working when you load a game, so even if that function was introduced to 1.31.1 (which is running on PTR, but there is portables), the loading of the game could result in specific triggers to fail, as I'm sure you are well aware of. Of course you could be lucky here and never have used the specific triggers affected on your map in the first place. While I have no expertise, I hear that if you use "generic" over "specific" unit triggers, this bug won't affect you.



Regardless, your Map is still great, and the hampering of it for more casual people is clearly not on you. Maybe we'll try to run a "practice game" to get all of us used to the mechanics, and then to a normal difficulty run, or something like that. Thank you :)
 
Last edited:

deepstrasz

Map Reviewer
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Jun 4, 2009
Messages
20,263
@SpasMaster since your map is not 1.32, 1.31 has save-load via the LAN. So platforms like GameRanger would be the way to go for that.

ORPG type saves are nasty to code but they could work as a replacement/fix, heroes being spawned right where they were when the save was made.

EDIT: however do note that 1.31.1 has event trigger bugs related to loading games so those should be addressed: 1.31.1 [Bug] Loading saved game breaks some unit events
 
Last edited:
Level 1
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Aug 9, 2012
Messages
8
I appear to be stuck just after the gold mine (had to buy a level up scroll because I was 20xp off level 7) and I've got the cloak from the vault, but no way to proceed forward. Also I assume the wisp inside the golem's cage cannot be talked to unless you select the wrong switch.
 
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Nov 6, 2019
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10
I appear to be stuck just after the gold mine (had to buy a level up scroll because I was 20xp off level 7) and I've got the cloak from the vault, but no way to proceed forward. Also I assume the wisp inside the golem's cage cannot be talked to unless you select the wrong switch.
The Cloak is not necessary for completion of this map. Your assumption is also correct. As for your problem, you have to unlock the door with red runes underneath by destroying Obelisks.
 
Level 2
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Oct 28, 2019
Messages
5
Hello, everyone!
My 1.27 version game does not see the map at all. What version should the game be so we can play it? I didn't find any info in the description, so that's why I'm asking here.
Many thanks!
Your game version is too low,
1.27 can only read the previous map version,
1.32 is recommended.
 
Level 3
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Jun 24, 2014
Messages
38
I recently played this map a few times with my friends, and found a few things that I wanted to suggest. I didn't read the 169 pages of comments, so some things might have been suggested before, though.

- I find the skill placement in the menu to the lower right to be very unintuitive. On my keyboard, as is the case on all other keyboards I know of, D and F are located below E and R. However, in the menu on the lower right the D and F spells are located above the Q, W, E and R spells. When I played the priest, I used W and D as "those two damage spells I spam", and oftentimes I confused the two, wanting to use W when D was off cooldown. This is because D is below W on my keyboard, and my brain just confused the patterns. Therefore, I would suggest swapping the second and third row in the menu to reflect the layout of a keyboard. Maybe also move D and F to the right, and the ability level up submenu to the left of them. This would be a lot more intuitive to relate spells and spell cooldowns to what my left hand is doing on the keyboard. While this might be a really weird thing for more experienced players, I think it is beneficial in the long run.

- Summons appear to mostly just be in the way. They clutter the map with models that block movement, and I think this is detrimental to a map that consists mostly of narrow corridors. I fully recognize that summoning builds are a substantial part of hero design, but still think that it causes problems. I see that they can soak up hits to divert damage away from the heroes, and that the reduced mobility is the cost for this, but wonder if the reduced mobility is worth it especially with many summons. I should note that I played this only once, with a hunter using the spirit wolf shoulderguards and a murloc summoning naga, and have since told my coplayers that I refuse to play in a group that builds for summoning. Would it be possible to at least partially make summons without collision and click-through? This would recude the problem drastically, while also giving the possibility to have these summons soak hits. It would merely aid to dampen the effect of both positive and negative aspects in very heavy summoning scenarios.

- I think it is a shame that some things are hidden behind RNG barriers. I played through the entire map twice, once solo and once with friends. I then read online that both doors in the masters chamber simply require luck to open, together with a few other things that just require luck. It was somewhat frustrating to not have acces to these parts of the game, simply because the required items did not drop. Even when finishing the game, it feels incomplete. This is a point I assume has been brought up before, and that you might fundamentally disagree with, but I still wanted to bring it up.

- My backpack is cluttered with items that only add backpack skills. I think this limits backpack space too much, since I carry a phase teleporter, the moon key and the pickaxe, recuding my space by half. PErhaps it would make sense to, upon obtaining the moon key, give the moon key spell to all backpacks (of all players), and consuming the key, i.e. not adding it to the backpack. There are not many situations where the players are so spread out to warrant that only one player can open moon key doors, in my opinion. The same goes for the pickaxe. Only the phase transporter would be exempt from this, as it is a bought item. In the end, inventory space was simply a bit too limited due to these items, especially when quest items become involved together with gate/chest keys.

- There are a few grammatical errors or other mistakes:
1. In the tooltip for Colossus Smash, it should be "gains" instead of "gainst"
2. In the tooltip for Thunder Clap, it should say that the damage is dealt to enemies (i.e. "[...] dealing damage (+75% of Strength) to enemies [...]"), as it then refers to "them" in "their auto-attacks", without specifying who "they" are.

I have encountered a possible bug where using Colossus Smash applies the miss debuff even when used in Battle Stance. However, I do not know if the miss chance is just 0%, and the debuff is applied for convenience. Also, This was only on one of the murlocs in the second trashpack after the second ressurrection stone. I might have accidentally triggered the stance swap twice, and used colossus smash in between.

Otherwise, I think the map is incredibly well done, and it really shows that about 10 years of development are behind it. I really like the replay value that is has, in particular due to the interplay between heroes, causing me to use a different hero depending on what my teammates pick.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
I recently played this map a few times with my friends, and found a few things that I wanted to suggest. I didn't read the 169 pages of comments, so some things might have been suggested before, though.

- I find the skill placement in the menu to the lower right to be very unintuitive. On my keyboard, as is the case on all other keyboards I know of, D and F are located below E and R. However, in the menu on the lower right the D and F spells are located above the Q, W, E and R spells. When I played the priest, I used W and D as "those two damage spells I spam", and oftentimes I confused the two, wanting to use W when D was off cooldown. This is because D is below W on my keyboard, and my brain just confused the patterns. Therefore, I would suggest swapping the second and third row in the menu to reflect the layout of a keyboard. Maybe also move D and F to the right, and the ability level up submenu to the left of them. This would be a lot more intuitive to relate spells and spell cooldowns to what my left hand is doing on the keyboard. While this might be a really weird thing for more experienced players, I think it is beneficial in the long run.

- Summons appear to mostly just be in the way. They clutter the map with models that block movement, and I think this is detrimental to a map that consists mostly of narrow corridors. I fully recognize that summoning builds are a substantial part of hero design, but still think that it causes problems. I see that they can soak up hits to divert damage away from the heroes, and that the reduced mobility is the cost for this, but wonder if the reduced mobility is worth it especially with many summons. I should note that I played this only once, with a hunter using the spirit wolf shoulderguards and a murloc summoning naga, and have since told my coplayers that I refuse to play in a group that builds for summoning. Would it be possible to at least partially make summons without collision and click-through? This would recude the problem drastically, while also giving the possibility to have these summons soak hits. It would merely aid to dampen the effect of both positive and negative aspects in very heavy summoning scenarios.

- I think it is a shame that some things are hidden behind RNG barriers. I played through the entire map twice, once solo and once with friends. I then read online that both doors in the masters chamber simply require luck to open, together with a few other things that just require luck. It was somewhat frustrating to not have acces to these parts of the game, simply because the required items did not drop. Even when finishing the game, it feels incomplete. This is a point I assume has been brought up before, and that you might fundamentally disagree with, but I still wanted to bring it up.

- My backpack is cluttered with items that only add backpack skills. I think this limits backpack space too much, since I carry a phase teleporter, the moon key and the pickaxe, recuding my space by half. PErhaps it would make sense to, upon obtaining the moon key, give the moon key spell to all backpacks (of all players), and consuming the key, i.e. not adding it to the backpack. There are not many situations where the players are so spread out to warrant that only one player can open moon key doors, in my opinion. The same goes for the pickaxe. Only the phase transporter would be exempt from this, as it is a bought item. In the end, inventory space was simply a bit too limited due to these items, especially when quest items become involved together with gate/chest keys.

- There are a few grammatical errors or other mistakes:
1. In the tooltip for Colossus Smash, it should be "gains" instead of "gainst"
2. In the tooltip for Thunder Clap, it should say that the damage is dealt to enemies (i.e. "[...] dealing damage (+75% of Strength) to enemies [...]"), as it then refers to "them" in "their auto-attacks", without specifying who "they" are.

I have encountered a possible bug where using Colossus Smash applies the miss debuff even when used in Battle Stance. However, I do not know if the miss chance is just 0%, and the debuff is applied for convenience. Also, This was only on one of the murlocs in the second trashpack after the second ressurrection stone. I might have accidentally triggered the stance swap twice, and used colossus smash in between.

Otherwise, I think the map is incredibly well done, and it really shows that about 10 years of development are behind it. I really like the replay value that is has, in particular due to the interplay between heroes, causing me to use a different hero depending on what my teammates pick.

Hi, let me give some insights for certain points:

- Regarding the D and F skill placements, it is affected by the common MOBA skill placement, as well as other RPG maps. So I think it just come down to personal reference whether the placement imo. In the near future, the UI layout will be changed, so I'll let Spas decide whether or not he wants to change that.

- Summon clutter problem has been addressed in the current test version of 2.4.5 (most of them, only Naga heroes still have the problem with this, unless we remove their swimming capability).

- Some features have been added to address the Phase Transporter and the need to buy Staff of Teleportation in order to not waste too much time when doing the teleport. (in fact, your suggestion was pretty close to what Spas did). However, I'm not sure if Spas wants to apply the same treatment to the pickaxe and the key, as well as certain backpack item.

Thanks for the suggestions. :goblin_yeah:
 
Level 2
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Apr 27, 2019
Messages
4
I dunno, if this question was asked before, but I happen to be stuck at the part next to the Gold Mine with Kobolds in it and a Flesh Golem.
So far I got that you have to obtain a Magnetic Orb to retrieve a key from the water, but I can't seem to find said Magnetic Orb in the first place. I am completely clueless at this point. Anyone could give a hint or two, pretty please?
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
I dunno, if this question was asked before, but I happen to be stuck at the part next to the Gold Mine with Kobolds in it and a Flesh Golem.
So far I got that you have to obtain a Magnetic Orb to retrieve a key from the water, but I can't seem to find said Magnetic Orb in the first place. I am completely clueless at this point. Anyone could give a hint or two, pretty please?
There should be a destroyed golem south of the boss in the area that you can inspect.
 
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Apr 27, 2019
Messages
4
I don't know if it's already been pointed out, but during the boss fight where players are given the option to take control of golems to aid them in the fight, if a player takes control of one of them, then they cannot seem to stop controlling them and regain control of their own heroes. The 'Cancel' command didn't work for me and by friend and thus we were stuck.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
I don't know if it's already been pointed out, but during the boss fight where players are given the option to take control of golems to aid them in the fight, if a player takes control of one of them, then they cannot seem to stop controlling them and regain control of their own heroes. The 'Cancel' command didn't work for me and by friend and thus we were stuck.
The issue was hotfixed with version 2.4.4c to no longer needing Oris/Temple Golems to proceed with the map, since we cannot replicate the issue in the 2.4.5 test version.
 
Level 1
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Apr 13, 2017
Messages
6
came back after 3+ years and was pleasantly surprised by the new update. Honestly couldn't wait to play this in reforged (assuming it is on the agenda)
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
came back after 3+ years and was pleasantly surprised by the new update. Honestly couldn't wait to play this in reforged (assuming it is on the agenda)
Until Blizzard gives us a way of changing the scaling of individual units based on reforged / classic graphics it is unlikely we will support Reforged.
You can play it with Reforged graphics, but things might look off (doodads facing the wrong direction, enemies being too large, models missing etc.)
 
Level 1
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Dec 26, 2011
Messages
3
From what I remember, this map was meant for 3 players, but now the total amount of players is 6. What happened? Is there a version that can be played by six people? I have a large party of people that would love to play Sunken City together.
 

Senneria

Hosted Project: SC
Level 6
Joined
Jan 17, 2015
Messages
165
From what I remember, this map was meant for 3 players, but now the total amount of players is 6. What happened? Is there a version that can be played by six people? I have a large party of people that would love to play Sunken City together.
No, the map is still only possible to be played with 3 people.
It is listed 6 players because AI slots is now listed as players.
 
Level 4
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May 29, 2019
Messages
29
Any news on a release date of 4.4.5 ? I am quite excited and looking forward to it. Honestly, this is probably the greatest map ever
 
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Version 2.4.5 was released roughly 15 minutes ago :)
WOW, just WOW. More than happy to hear this!!! I've been wondering to ask this question for quite some time but I guess the timing was perfect :D Thanks for the reply!!! Cant wait to try it
 
Level 1
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Nov 29, 2015
Messages
2
Could anyone open the map in game? I'm using warcraft version 1.3.1 and the new map is not showing. It works for the last version of 2.4.4c :(
 
Level 6
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May 8, 2014
Messages
172
Great work!I'd love to give it a shot but unfortunately I've kept 1.31ptr instead of Wc3:R. Maybe I'll install Reforged again when Blizzard re-introduces custom campaigns in the future.It's unfair for mapmakers like you (who had been concentrating on the new WorldEditor) to lose potential players,I get it,Curse Blizzard!

Did you change the storyline?It would be more attractive if someone uploaded some playthrough videos onto Youtube.
 
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