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Sunken City v2.5.1c

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


INFORMATION
Sunken City is a Dungeon Crawler map with RPG elements. The Player controls a hero and has to over come numerous puzzles, traps, quests, enemies and different bosses to reach the end. The game contains multiple different features that allow for advanced hero customization.

Recommended Players: Soloing is possible, but for better experience play with 2 or 3 players.
Gameplay Time: Between 3 and 6 hours depending on number of players and difficulty.
Amount of Heroes: 21
Maximum Level: 18



EasyNormalHardHellInsane
Enemy Handicap
100%
120%
150%
185%
230%
Enemy Bonus Damage
0%
30%
80%
130%
170%
Enemy Bonus Armor
0
3
5
7
10
Enemy Bonus Attack Speed
0%
15%
25%
35%
40%

EasyNormalHardHellInsane
Bonus Gold per Kill
0
0
1
1
2
Bonus XP
0%
0%
1%
3%
5%
Bonus Drop Chances
0%
10%
15%
20%
30%
Starting Gold
100
125
150
200
250

CHANGELOG

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
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Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
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Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
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Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
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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
Apr 8, 2012
Messages
14
Got really bored after i got 10.000+ intelligence on the shaman character. The mage artefact is just too powerfull, 1 int for every kill...

Also, I tried "attempting" to use the queens scepter on every single spot on the map without anything ever happening...
 
Level 1
Joined
Jun 29, 2012
Messages
1
a little help please

I got stuck at some gate.. I found the leaver for it but it's locked inside a magic pen .. and I need a key to open it.. was looking for it for like 3 hours.. and still nothing.. I would appreciate some assistance. gate is in the North-Western part of the map.. and one more place I couldn't figure out .. located in the south eastern part of the map .. there is like a statues of a guard and a symbol on the ground like the ones used to combine legendary item for mage.. and it requires a password... what do I do there ? please help .. ty !!
 
Level 2
Joined
Jul 12, 2012
Messages
16
No switch?

Does this specific platform at the northern part of the map have a switch to bring it back down? Riplash just missed his ride thanks to the summoned murlocs disappearing before he could board lol.

midutt.jpg
 
Level 4
Joined
Apr 27, 2011
Messages
88
ALERT!!! !!!Sorry for my poor English!!!
Spasorc - your map is 10/10! it is totally epic like "Last Hope"!
The quest with Master's Chamber password is 10/10 too - but now i'm stucked with Queen's Scepter recipe - i know for sure that Tiara is needed but dunno what's more - m.b. globe of Azeroth. From the Recipe i read that Scepter is some kind of traveling device - therefore i suppose it is needed for reaching Temple Tablet. For sure i will check it)
But can you answer my three questions - i'm not asking about how to reach smthing -
1) Orb of light - is it needed in some quest? it is said that it was on the altar in treasure room.
2) Temple tablet W - with comment "within" - is it needed in some quest? (just yes-no plz if you can) )
3) Item that summons dragon - has some similarities in it's name as epic item in master's chamber - is it somehow needed in obtaining this epic item? (plz yes - no - i'm not asking HOW)

And the final thing i'd like to say - is the percent of dropping the axe +100 dmg and +100% from characteristics as dmg really low? in one game i've obtained two of them and it was really boring - too easy)
Oh, what a liar I am! I've got another question - Orkish Skeleton neer of the VOlcano in the start - decorate or not just decoration?)))

Anyway, man - THANK YOU FOR YOUR GREAT JOB!!!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Glad you like the map.

Answering your questions:
1.)Orb of Light isn't needed for anything.
2.)It isn't needed in any quest. It's message has a purpouse though.
3.)Item that summons Dragon has nothing to do with the Artifact in the room.

About the Axe with 100 damage. I played the game hundreds of times and it never dropped for me. You are one very lucky guy :D

About the Orc - It's a decoration. :)
 
Level 4
Joined
Apr 27, 2011
Messages
88
Thank you very much for your answers - the most interesting thing therefore is question 2)
And about Axe (as far as i remember Devastator or smth like that) - i obtained it in version 8.5 - maybe it makes some sense.
And can you please say - is there any quests that couldn't be done solo??

I hope you gonna update this map and remake smth as it was before - best dungeon map ever!
IMHO the final boss battle can be a bit more epic if his model can be changed - because the model of revenant is used for his minions too - but it's only my HO)
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Thank you very much for your answers - the most interesting thing therefore is question 2)
And about Axe (as far as i remember Devastator or smth like that) - i obtained it in version 8.5 - maybe it makes some sense.
And can you please say - is there any quests that couldn't be done solo??

I hope you gonna update this map and remake smth as it was before - best dungeon map ever!
IMHO the final boss battle can be a bit more epic if his model can be changed - because the model of revenant is used for his minions too - but it's only my HO)

All quests can be done in solo.

I often update the map, but what do you want remade?

Indeed, the last boss can be better. I'll look into it.
 
Level 4
Joined
Apr 27, 2011
Messages
88
Oh I mean add - not remade something! Maybe add some quests that could be done only by each hero class - for example quest for shaman is only for shaman etc - i understand that it is a big work but I think it could make this map more interesting - different quests, different rewards - and as a reward an individual hero item. I played sunken city many times and still cant obtain red artifacts - maybe as a reward for some quest that can't be done with just @whosyourdaddy@ you can receive some hints about them? anyway its just ideas and I understand that for them to be done a lot or hard work is required.
 
Level 2
Joined
Jul 12, 2012
Messages
16
Finally finished it solo with the Tidewarrior on my fourth try without any cheats. Took me a grand total of 9 hours, 3 of which were spent AFK on LAN mode just to get enough gold to buy first a Midas Cup and then assemble a Chaoseater lol.

Have to say this map's a real pleasant surprise for me after a 6-year hiatus from WarCraft. Easily one of the best I've played so far. Thank you spasorc for a wonderful experience!

A few suggestions:

1. Maybe you could make the troll headhunter hero you rescue from the cage invulnerable or a bit tougher, at least until he reaches the big gate. It's kinda weird when he still gets to speak in the cutscene upon reaching the big door even when he dies en route to the big gate, since the camera focuses on the floor where he's supposed to stand (which most likely will have creep corpses and/or loot drops, as if the camera were focusing on the corpses/drops instead).

2. A Boss Rush Mode would be nice, I think. Something like Belmont Mode in Castlevania: Symphony of the Night where the maps start with all the doors open, all bosses visible, and the players start with an increased level and a bigger amount of starting gold and shadow crystals.

3. I really wish you could continue making this map playable in single player mode. That includes making the switches operable by summons (especially in the level 4 optional dungeon, the only place I haven't been able to enter other than the Master's Chamber due to the switches not triggering no matter how many healing wards/summons I stack on them). Not all of us have the luxury of being able to play with friends all the time, and I'd like being able to save/load my game at my leisure. To compensate, maybe you could make an extremely harder version of the map if there is only one player detected.

Guess that'll be all for now. Off to replay the map with a different hero. Thank you once again for bringing us such a masterpiece!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
@Staticman

Glad you like the map. I always went in the direction of the map NOT being soloable because it ruins the cooperative, teamplay element. It's up to you if you manage to be trickery and make clever usage of game items to proceed further. I would highly recommend to play in Garena for example. It's free and there are tons of players out there.

Just to remind you that there is a new version out - 8.7. Try it out! :)

C ya around.
 
Level 4
Joined
Apr 27, 2011
Messages
88
Playin' 8.7 with Avenger Hero - something strange with his spells - it is said that 1st has kd 7 sec and 3rd has kd 6 sec BUT real kd of first spell is faster than 3rd.

And during the fight vs Firelord I suppose that the doors to this location should be closed until the fight finished. But if Avenger throw axes to the door - they opens it for a second.
 
Last edited:
Level 2
Joined
Jul 12, 2012
Messages
16
Found a couple bugs on 8.7:

1. "Error message missing!" when trying to Pyroblast/Firebomb Doomguards and Felhounds summoned by the Restan boss after I double-freeze them with Ring of Frost and the Archmage's ultimate, even after the frost effect is long gone.

2. The Soulguard's recipe appears in the shop as "Purchase Ironwood Branch" instead of "Purchase Soulguard".
 
Level 2
Joined
Apr 8, 2012
Messages
14
Found 'nudder bug!

The death knight does not gain 2 permanent hp after each kill, instead he gets 2 permanent hp after each spellcast he does.
 
Level 4
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Aug 21, 2009
Messages
74
Me and my friends encountered a fatal error at about 3 hours and 30 minutes of gameplay while escaping from slimes after bursting them down. THe third time we went inn, the tank died and me and the healer ran off, I gott stuck in something and casted my ultimate Arrow Rain and poof Fatall error... Atleast it was an amazing experience till then.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Me and my friends encountered a fatal error at about 3 hours and 30 minutes of gameplay while escaping from slimes after bursting them down. THe third time we went inn, the tank died and me and the healer ran off, I gott stuck in something and casted my ultimate Arrow Rain and poof Fatall error... Atleast it was an amazing experience till then.

How many times have you casted your ultimate before that? Was that the first time you cast it?
 
Level 2
Joined
Apr 8, 2012
Messages
14
wow dude, you totally fucked up the Atiesh, greatstaff of the guardian this time.
It does not give a 3% chance to get 1 int when using a skill, it gives 1 int every single spellcast. Hell, even the flametongue weapon from the shaman triggers it giving me infinite int.

Also, not sure if this is a bug but it damn sure is fucking anoying, in the level 4 dungeon where rekst is hiding, summons and other things do not trigger the pressure plates, making it impossible to proceed in the dungeon with 1 person.

Also, when entering the master chamber and activating the question mark portal, can u make the portal stay forever? last time it disappeared when I left it for like 5 seconds to sell stuff. quite a pitty, could have really used the scepter :eek:
 
Level 2
Joined
Jul 22, 2012
Messages
25
The boss are very easy if you arm yourself properly willzzp, a friend and i finished the map with 23 life ^_^
 
Level 6
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Jan 26, 2012
Messages
230
Hello! It has been a long time since I played a good map,that's the reason for my review,just want to show my appreciation for your work.English isn't my first language but i hope you understand.

This is how I think you could make this map better:

-add more difficulty settings.Besides how many lives you have you can choose the difficulty of monsters ( attack speed,dmg,armor,hp...) than calculate the difficulty of the map. there should be 5 difficulties.(example)
1 life =10 godlike =10(this is monsters strength)
5 life =8 impossible =8
10 life =6 hard =6
15 life =4 normal =4
25 life =2 easy = 2

and now you calculate the map difficulty by summing up the points

easy =4-6 points
normal=8-10
hard=12-14
impossible=16-18
godlike= 20

Now you could add bonuses for each difficulty

easy=no bonus
normal=+5 stats book,starting item
hard=(disable cheats after normal) all of the above and bonus dungeon
impossible =all of the above and a new skill or class specific item
godlike=everything from above,new dungeon,other fun stuff + add the name of the players to the hall of fame if they complete this challenge

This would give people reasons to play on harder difficulties.

- add 2 lists for items. Instead of recipe 1 2 3... I would like to see the option of something like : survival items,damage dealing...this could make things easier. Many times i need an item for my tank and i just keep looking for it for to long

- write on items what you can craft with them.For example,when I get a divine hammer,i have to look at all items to see if it's useful to me.It would be cool to see something like
Divine hammer
+10 str
can be used in
-example 1 (recipes 1)
-example 3 (recipes 4)
than I will know if it's useful for me or my buddies


I will post more if I get other ideas,hope this helps ! thanks for a great map!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hello! It has been a long time since I played a good map,that's the reason for my review,just want to show my appreciation for your work.English isn't my first language but i hope you understand.

This is how I think you could make this map better:

-add more difficulty settings.Besides how many lives you have you can choose the difficulty of monsters ( attack speed,dmg,armor,hp...) than calculate the difficulty of the map. there should be 5 difficulties.(example)
1 life =10 godlike =10(this is monsters strength)
5 life =8 impossible =8
10 life =6 hard =6
15 life =4 normal =4
25 life =2 easy = 2

and now you calculate the map difficulty by summing up the points

easy =4-6 points
normal=8-10
hard=12-14
impossible=16-18
godlike= 20

Now you could add bonuses for each difficulty

easy=no bonus
normal=+5 stats book,starting item
hard=(disable cheats after normal) all of the above and bonus dungeon
impossible =all of the above and a new skill or class specific item
godlike=everything from above,new dungeon,other fun stuff + add the name of the players to the hall of fame if they complete this challenge

This would give people reasons to play on harder difficulties.

- add 2 lists for items. Instead of recipe 1 2 3... I would like to see the option of something like : survival items,damage dealing...this could make things easier. Many times i need an item for my tank and i just keep looking for it for to long

- write on items what you can craft with them.For example,when I get a divine hammer,i have to look at all items to see if it's useful to me.It would be cool to see something like
Divine hammer
+10 str
can be used in
-example 1 (recipes 1)
-example 3 (recipes 4)
than I will know if it's useful for me or my buddies


I will post more if I get other ideas,hope this helps ! thanks for a great map!

Thanks for the review!

The suggestion with the difficulty is nice. I could do something like it in the near future. :thumbs_up:
 
Level 3
Joined
Oct 19, 2010
Messages
58
played it with 2 friends, was really a great map, but we think that some thinks are still missing, so i report to you the ideas we thought about

Ideas:

a Stats Screen, means actual HP reg, mana reg, attackspeed...and not your stats screen that only shows that u skilled(hope u understand what i mean)

agi based heroes are extremly underpowered in lategame, we testen 3 agi heroes till endgame, but thx to armor they make nealry 0 dmg, even tank with thornmail makes more dmg, maybe give them other dmg type or something that they are good even agains units with 20 armor

more classbased items like the warlock only item(dont know if there are more classitems, its the only we found), we even thought about some if u still dont have some and want ideas about it

the mage classes are really nice to begin with, like the nether wizard, poorly they are useless in endgame because enemies have over 8k hp and 1 spell makes only 500-800dmg(had netherwizard with 2760 mana, ulti was the only spell there u could see that it dmgs the enemy through hp bar), sad point=(

hope u can overlook some things, then this map would be great
 
Level 4
Joined
Apr 27, 2011
Messages
88
In this version master chamber's password was changed, wasn't it?
In my opinion Warlock's Golem is too weak in late (even in middle) especially vs Hydra's because they can consume him - suppose it is not so fair as far as it is a ultimate spell)
Can you please tell me if it is possible to combine Atal'ai items to some kind of set?
And is there any special use for Globe of Azeroth or it is just a single item?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
In this version master chamber's password was changed, wasn't it?

It never changed.

In my opinion Warlock's Golem is too weak in late (even in middle) especially vs Hydra's because they can consume him - suppose it is not so fair as far as it is a ultimate spell)

Will get buffed.
Can you please tell me if it is possible to combine Atal'ai items to some kind of set?

Not possible.
And is there any special use for Globe of Azeroth or it is just a single item?

Simple Item.
 
Level 1
Joined
Jun 2, 2012
Messages
9
how r u guessing the passwords I still cant guess it if smone knows plz pm me.
Then new quest of killing the pitlord its excellent.

I dont know whether its intentional or not?
1. Can u limit the number of Zombies spawning after one kills Bordo the spawn like ne thing...... and if sm1 gets Atiesh and keeps of killing them (one can as they spawn 1by1 then its gg)?
2. The platform or switch (watever) doenot trigger if an infernal stands upon it(dungeon skeleton tomb). Is it intentional that it triggers only when a hero stands on it?
http://s18.postimage.org/axbj070mx/platform.jpg
3. Aszune bug-- thats funny after I died(am noob i know) this noob aszune ran straight to the 2nd orc base and cool she died by twrs lol
http://s18.postimage.org/vsxtbfwu1/Eszune.jpg
4. Atalai this noob serpent didnot attack me for some time is this due to easy mode?
http://s18.postimage.org/4h2ka3s3d/atalai.jpg
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Can u limit the number of Zombies spawning after one kills Bordo the spawn like ne thing...... and if sm1 gets Atiesh and keeps of killing them (one can as they spawn 1by1 then its gg)?

Atiesh no longer works as before. Zombies can't be abused by it.
The platform or switch (watever) doenot trigger if an infernal stands upon it(dungeon skeleton tomb). Is it intentional that it triggers only when a hero stands on it?

That's intentional.
Aszune bug-- thats funny after I died(am noob i know) this noob aszune ran straight to the 2nd orc base and cool she died by twrs lol

No idea what causes that to happen.
Atalai this noob serpent didnot attack me for some time is this due to easy mode?

He got stuck because of your "Savage Strike" ability.


P.S. Playing with cheats is boring. I'll disable them very soon.

Anyway, thanks for review. +rep
 
Level 1
Joined
Jun 2, 2012
Messages
9
believe me spasorc it was not the savage strike. The screen shot was taken during the strike but before that he didnot attack stood like a noob.
 
Level 1
Joined
Aug 1, 2012
Messages
1
Maybe it was mentioned but priest's skill which heals and damages enemies doesn't work properly, it just heals but does not damage enemies.
 
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