• 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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[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 5
Joined
Sep 18, 2010
Messages
183
can you make this map 2 player playable? i really want to play this with my friend, can you lower a handi cup or is it playable?
 
Level 5
Joined
Sep 18, 2010
Messages
183
ok, i played the map with my cousin, he liked and i liked , here are some sugestions and bugs:
suggestions: i recommend puting the recepts not recipes 1/2/3 but recipes part 1/2/3 because i though recipes 3 are the best recipes but turned out there all the same power...
You can kill the grunt that guards the captian,i dont really know if thats bad or not.
bugs:
we played2 matchs, i was tauren druid and ranger girl, he was death knight and some pyro girl, a mage with fire, anyway, death knight and the pyro girl can kill teamates, he shot me like 10 times, it was a lol, but playing with others is a bug.
the gates that open when you are near them are wery seacret, can you please just open them or a switch? it took us an hour before he just tried to melee the door with death knight .
thats about it i give it a 4/5
nice job, is an interesting ,also some brain thinking map.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
ok, i played the map with my cousin, he liked and i liked , here are some sugestions and bugs:
suggestions: i recommend puting the recepts not recipes 1/2/3 but recipes part 1/2/3 because i though recipes 3 are the best recipes but turned out there all the same power...
You can kill the grunt that guards the captian,i dont really know if thats bad or not.
bugs:
we played2 matchs, i was tauren druid and ranger girl, he was death knight and some pyro girl, a mage with fire, anyway, death knight and the pyro girl can kill teamates, he shot me like 10 times, it was a lol, but playing with others is a bug.
the gates that open when you are near them are wery seacret, can you please just open them or a switch? it took us an hour before he just tried to melee the door with death knight .
thats about it i give it a 4/5
nice job, is an interesting ,also some brain thinking map.

Telling me with what abilities they could kill you would be great!
 
Level 5
Joined
Sep 18, 2010
Messages
183
Telling me with what abilities they could kill you would be great!

he just killed me, normal attack, death knight and pyro girl, death knight had desolator orb effect ( i guess you putted the " thats not the enemy" which means "you cant hit air" or somthing ) and pyro girl didnt do enything, she didnt have orb effect and still normal attack
 
Level 3
Joined
Jun 22, 2009
Messages
108
Ok so, played through the new version with the new INT hero, the Nether Wizard. First off I have to say that I'm glad that this model/skin that I've seen here on the Hive for almost a year or more is finally getting some use. Great job! Now then, I honestly think that it's an awesome hero, I love how his heal and single target dps moves do % of his current mana. He's fun, and a powerful lategame healer/dps. The only real problem I have is that his Ultimate is almost completely useless.... By the time I got it most every mob is above level 5, and Agony can only be used on things 5 and below. This made it super useless because anything that I wanted to cast it on is high level so I can't, and anything that I COULD cast it on, I could kill in a few hits anyways. There was only one monster that I saw that I could use it on and that was the Butcher, because he has no level. I honestly just never used it because of the simple fact that I don't see a reason to use it on anything not level 8 or above.

Now, all that being said Nether Wizard is seriously powerful once you gear him up. Get him some nice items like Galactic staff, Charged shield, Winter blade, and Archangel's robe and he's close to unstoppable. Then after you get Atiesh his INT only goes up making him progressively more powerful. However I don't really recommend you changing him too much as he's already REALLY weak in the beginning.

As far as changes to the way we pick heroes, the terrain and the quests, I'm really impressed. The terrain changes are minor so far but add in a good bit more game play as do the quests. And the hero selectors is really nice, it gives you a lot more room to add in heroes if you want, which is good!

I know the game says that there are 4 Legendary weapons, one for every hero and a super rare fourth. Well... I've never seen the 4th.... I don't even know what it's called. There's no book that gives it's story, nor is there any hints on how to get it. It almost feels like it's not really there at all. Which is alright, just would be glad to know that I'm not passing it up every time I play the game though. (I've seen the Sulfurion hammer, the bow and the staff... Whats the 4th?)

The mace of Kergaloth is still utterly useless.... >.>

Bugs:

Honestly I've only really seen one and it may or may not even be a bug. The door next to the King's throne doesn't open. I looked, couldn't find a way to open it. =/

Summary:
Nether Wizard good, change Agony.
What's 4th legendary?
Damn final boss mace...
broken door?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I love long reviews, you will get +rep when I finish writing this down.

I am terribly sorry about the inconvinience that the Agony Ultimate caused. I really forgot the level reuirement exists as I tested the ult on low levels only. I will try to fix it as soon as possible. Sorry for that again.

I am glad you like this version, I worked over it a lot. Being succesfull makes me happy.

4th Legendary exists, but it's an extremely low drop from any monster. And that makes no sense in having a book for it.

I made the door, because you know.. this was a city which got broken. Noone said everything must work, right. Sometimes having stuff that dont work gets you intrigued and when you get on the other side of the door you just get that there is nothing hidden ther, but is just there. It's hard for me to explain this, hope you get it. Like, why have a wall when you can have a door that doesnt work. Serves the same purpose as the wall, but gets you intrigued.

I can easiliy remove the mace at the end, but before there were islands you could explore after the boss, so the weapon had it's purpose. But if people complain, I will remove it. =)

Thanks for the review again.
 
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Its all good, I don't mind writing them... As long as I have something to say.

Agony was more of a disappointment than any real inconvenience really. An almost non-useable ult for a pretty bad ass hero. But it's still alright.

As for the Legendary... Whats the drop chance like? In the decimals? Because I know, statistically speaking, if it was above 1% I should have found it at least once by now.... What is it any way? Item type I mean. ex: sword, bow, spear, staff...

The door is fine, it was just kinda odd because it was next to the king's "throne".

And as for the island... I kinda miss that. Maybe I'm the only one though. It's just a bit of a let down that after the boss is just "Hey goblins..." -Victory-. But the mace isn't much of an issue, I just bring it up because it IS there.


Edit: I almost forgot, idk if it's just me, the way its supposed to be, or a complete bug but the beginning cut scene is nothing more than a black screen with some dialog then the choose your difficulty screen. Any insight?
 
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I used my backpack to cast the nukes and summons from the special items.
I also think there are faaaaaaaar too many items for that few players and they need to be sorted in a better way, it's really hard to get combinations to work properly.
 
Level 3
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I've never had any problems with items combinations....


Edit: Ok so I have to ask... is it possible to get either of the Artifact items?
 
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Level 2
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Feb 21, 2010
Messages
12
new boss

Hey i have an idea, maybe it´s nice.
Its like the boss in wow in naxxamas.


There are 2 rooms, for 1-2 heroes per room.
On a pedestal, a Boss stands.
(For exampe, Necromant as Boss)

In the first room there spawn footys, knight and rifle (living units)(for example).:goblin_yeah::goblin_yeah:
If they die the souls get transfered to the boss (who is invulnerable and doesnt attack), if the soul arrives the boss, it gets transfered to a random point in the second room.
There spawns an Ghoul (if a footy died), Abomination (for a knight) or a little necromant (for a rifle), who can rise 1 corpse but cannot attack.:vw_death::vw_death:
Maybe every 6 secs there comes a wave includes 2 footies, 1 knight and 1 rifle for about 60 secs.
Then after the second room with the undead units is clear, the Necromant Boss appears at the middle of room 1 and cast multiple spells (like coil, fire rain, cripple, etc. etc.).

If his HP is under 75% percent, port him to the middle of the second room with some nice special effects xD.
Back at 50% HP.:ogre_datass:
At 25% again to the second room.:ogre_datass:
If the Boss dies, open 2 Gates.:goblin_boom:
The Players go through, their ways collide and there they see some Items in/on/at a shrine,:fp: that they can take. (The drops):infl_thumbs_up:
^^

Greets
Me
 
I can't suggest it for 6/5 because of some few lacking things:
There is no some cool epic story in background.
You know good guys, bad guys.
More or less wc3 units and few imports.
What I want to say is next:
You have humans (and you play as one), that fight against trolls and some another 3rd force or whatever that as usually come to kill both or advice 1 or do shit like that.
Dunno how to explain this better :)

Another thing are systems, gemeplay in general, I didn't saw unique systems that impressed me, ofc puzzles, items, abilities, everything was shaped to perfection.

Dunno will you continue working on this more, but try to bring something new to map :)
Thanks and have nice day :)
 
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Jun 22, 2009
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Bugs just found:

Hunter's Spike does not level/get any better at level 6(unless its a cool down thing)
Hunter's Multi Shot also does not improve at all. For all levels it is 9 arrows, 100 damage each with a 10 sec cool down.

Oddly, most ultimates work on building/spell immune monsters but for spell immune monsters they do very very little to no damage at all. Just kinda odd, not really a bug.
 
Level 2
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Nov 5, 2011
Messages
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This is a awesome Map dude :)

I found a bug at 2 bosses they run to the revive stone and i was not able to kill them :D
 

SpasMaster

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not bad, but I prefer rpgs with -save/load system and jobs

-First off, this isn't exactly an RPG as it is said in the description.
-Second, even if it was the map isn't that long to have -save/load system. And having jobs in such a map would be retarded.

You totally make no point and downrate the map for no reason.

So if I prefer Hero Arena maps with Duel system, should I go and downrate all Hero Arenas without one?

No wonder you have negative rep...
 
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-First off, this isn't exactly an RPG as it is said in the description.
-Second, even if it was the map isn't that long to have -save/load system. And having jobs in such a map would be retarded.

You totally make no point and downrate the map for no reason.

So if I prefer Hero Arena maps with Duel system, should I go and downrate all Hero Arenas without one?

No wonder you have negative rep...

if you feel that an insult, you shud report him to veagancekael, he has 2 negative 2- rep, if he insults or be rude agian ,hes banned, you can say he insulted you .
 
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Ok so, I haven't gotten around to testing out the gameplay yet but I love the idea of the changes.

First off, I still don't know if its just me or what but the opening cutscene is nothing more than a black screen. No sound. Nothing other than the line of text about being attacked.

Secondly, every time I try to play with friends on Bnet I get kicked. Im not sure why tho. Am I banned or something? xD ( j/k ) But seriously. Idk why I keep getting kicked.
 

SpasMaster

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Ok so, I haven't gotten around to testing out the gameplay yet but I love the idea of the changes.

First off, I still don't know if its just me or what but the opening cutscene is nothing more than a black screen. No sound. Nothing other than the line of text about being attacked.

Secondly, every time I try to play with friends on Bnet I get kicked. Im not sure why tho. Am I banned or something? xD ( j/k ) But seriously. Idk why I keep getting kicked.

I don't have an idea why you get banned :(

And during the opening cutscene there is sound, but it is supposed to be a black screen. The ship crashes during a storm and that's all that your hero remembers. :)
 
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Alright. That explains the opening scene then.

For the record, the banned thing was a joke. I think it was just that I needed to restart WC3/my comp. Either way I'm sure it's fine now.

I love the difficulty up, makes this so much more interesting/difficult.

Unfortunately however, while playing as the Chieftain I realized that his passive "Ogre Presence" does not actually work. It's supposed to give my allies armor, however it does not.

The changes made to the Nether Wizard are amazing! I love them. He can heal a bit better now and his ultimate is really nice too.

Thanks for continuing to improve your map! You're the best!
 

SpasMaster

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Alright. That explains the opening scene then.

For the record, the banned thing was a joke. I think it was just that I needed to restart WC3/my comp. Either way I'm sure it's fine now.

I love the difficulty up, makes this so much more interesting/difficult.

Unfortunately however, while playing as the Chieftain I realized that his passive "Ogre Presence" does not actually work. It's supposed to give my allies armor, however it does not.

The changes made to the Nether Wizard are amazing! I love them. He can heal a bit better now and his ultimate is really nice too.

Thanks for continuing to improve your map! You're the best!

Awwwww <3 :D

Glad you like the changes. I am aware of the Cheftain bug and will look into it. (Most likely replace the ability with another one.)
 
Level 1
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Dec 29, 2011
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One of the best custom WC3 maps I ever played. You've clearly put much effort in it - well done! All the little fine details (especially at the terrain design) make the map not only atmospheric and fun to play, but also an impressive and beautiful piece of art. Thanks for many hours of epic bloodshed. :thumbs_up:

Some bugs/problems I noticed (v7.5, dunno if they're already fixed in the latest version):

  1. If you drop "Essence of Atal'ai" to the ground, it can't be picked up again (or maybe the treasure box is invisible). That was quite annoying when it happened to me...
  2. "Zeroth, the Abyss of Sands" item bonuses seem to malfunction, e.g. the movement speed bonus is not granted (according to -ms), and +2 all stats is sometimes added, sometimes not. Might be a conflict with other items, since it appears to depend on the order in which items in the inventory are picked up.
  3. Item prices/bonuses generally need some rework. (Yes I know, you wrote that imbalances are due to the many changes since map development began, but if you consider a good balancing important, you should overhaul them some day.)
  4. Movement speed bonuses don't stack. Well, I didn't really expect it, but it should be noted somewhere in case it's meant that way.
  5. The reforged "Queen's Tiara" can't be sold. (intentional?)
  6. There are a couple of places where a ranged hero can attack a mob group from behind a barricade. Melee mobs can only counter with spells and become easy kills. (There're only 3 or 4 occurences on the whole map, so this isn't that bad.)
  7. We had just started to fight the 6 monsters in front of Kargaloth's door when suddenly the cinematic before the final bossfight was shown. Fighting continued in the background, we were like wtf, got pwned and died. :grin: It would be better if the cinematic was not triggered until you walk through the door.
  8. There should be an upper limit on the number of zombies spawned by the Abomination boss that can exist simultaneously. If the combat goes bad and one player (me :xxd:) manages to run away, it seems that the zombies keep spawning and following that player even at large distances to the boss' location. They spread half across the temple until the players manage to kill the boss in that mess, but the map can begin to lag or even freeze if it takes too long. I guess 100 of them at a time should be enough to achieve to desired effect...

Suggestions/opinions (just my 2c):
  1. The map needs... more bosses, more rooms to explore, more items, more secret areas, more traps, and more quests! A good battle can't last too long. :grin: I personally found the scripted bosses most enjoyable (although they're probably also the most difficult to design/implement/balance/test). If you're afraid of the map taking too long to play, additional content could be done inside mini dungeons that can be left out. (Although the straightforwardness of the whole thing would be softened... dunno if that's a problem.)
  2. The difficulty modes would offer a more interesting choice if lifes were distributed in a less linear fashion (e.g. Hardcore = 1, Hard = 3, Medium = 10, Easy = 25). After playing the map two times (2nd time till the end), I'd consider 10 lives to be fairly doable. People should have to be careful in something that deserves the attribute hard, and right now with 10 lifes you can still "test" every trap as well as die a couple of times elsewhere.
  3. Even more important, there should be an incentive to try the more difficult modes. Good incentives would be e.g.
    • more loot off bosses or higher drop % for good loot in general with increasing difficulty
    • increased gold income off mob kills
    • special loot that isn't available on lower difficulty modes
    • increased overall mob damage, and by that, a greater challenge
    You could also add certain abilities to the bosses which they don't have on lower difficulty. Something like that would greatly enhance the replay value.
  4. There's a tome to unlearn a hero's class skills, but it seems to be impossible to redistribute the custom skill points (available through ESC). I think such a function would be quite useful since the importance of certain bonuses varies as your character develops.
  5. Personally, I like (fair) riddles, so I'd welcome more of them in future releases. If you don't want the map to become to brain-straining, maybe some riddles could be added as optional side-quests.
Hope I could provide some useful information. Keep up the good work!

A final question: I noticed (at least two) cones of light on the terrain inside the temple. If I use a certain spell near them, I see a special effect graphic as if something has happened. Is that a glitch, or is there something more about it...?
 
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SpasMaster

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First of all, thanks for your review. It's AMAZING, such things make me feel good. Thanks.

Going on by your list.

1. I was unaware of the bug with Essence of Atal'ai. I will try to fix it.
2. I think I know, why Zeroth is causing problems. It will be fixed.
3. I know that there are some items in the game that award more bonuses than others but have lesser price. But I know that these items are only dropped by mobs and are not gamebreaking. The items in the shop on the other hand, I know they are all just as they have to be. Anyways I will take a look on some of those items with weird prices/stats.
4. A hint will be added for the movement speed bonus. (Btw, huge movement speed could result in some bugs i found.)
5. Yes, the Queen's Tiara along with some other few items cannot be sold. It's intentional.
6. Usually there is also a ranged mob behind the barricades, so he will shoot at you too ;)
7. The ending cinematic is a mess. It will be completely remade at some point. Sorry for that bug.
8. That's a complicated one. Well, the idea of the boss is to give you that feeling that if you dont kill him (fast), you will be overwhelmed. The idea of a limit is good, cause I know lag scenarios are possible. I will look into that.


Moving on to suggestions.

1. I agree with you on that one, except this: More items? o_O. If this map is full with something excpet trees, it's the items man. I always add new, but the variety is always there. I also recieved the suggestion for dungeons multiple times. I can tell you only this: Soon. :p
2. Sounds fair enough. Might aswell do it next version. :)
3. This idea is great, but I am far from capable to do this. I might ask someone to do this, but don't expect it any time soon. :(
4. I like that idea, but I fear it's impossible. Atleast for me :(
5. I would love to add more riddles. Stay tuned with the changelog to see if new are added. :)

You did indeed provide nice info and I am thankfull. :)

About the things with the lights.... never noted it. Proubably a glitch. Nothing intended there.
 
Level 1
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Jan 17, 2012
Messages
2
Hello everybody! I just started playing the version 7.6, but I have some problem: at Main Throne Room don't have anything, how can I pass the gate? it's say: "You should check the Main Throne Room behind you..."
p/s: Sorry, I don't good at English >_<
 

SpasMaster

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Hello everybody! I just started playing the version 7.6, but I have some problem: at Main Throne Room don't have anything, how can I pass the gate? it's say: "You should check the Main Throne Room behind you..."
p/s: Sorry, I don't good at English >_<

I've explained this multiple times. Please read the previous comments next time =)

You should accquire the Urn of Feron which is located infront of his tomb. There is a picture with the location in previous post.
 
Level 1
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Jan 17, 2012
Messages
2
Well, I did it :) please tell me about legendary weapons, tips in game are difficult to understand. I only got the staff for intelligent classes
 
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Level 1
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Feb 2, 2012
Messages
5
Hi, great map, played it a few time and today my friends and I finally managed to get near the end
Though, we stumbled upon a bug and we're blocked now :s

We used the urn of feron, killed the naga, got pass the big door with the 6 square buttons in front of it and after that, there's a lift and a small pool
I got on the lift and since there was no lever, I moved away. Once I got out, the lift went up with no one on it, and we can't find any other way to press forward. Also, it won't come back down :(
There's a rock blocking a small path just south of it, but the rock is invincible so we can't pass by here.

Also, our agi hero is ranger and we tried summoning her wolf on the lift, but it seems impossible since the lift is at a different height. But if you have any idea for a solution involving summoning the wolf behind a wall, we could try it (we have done it once by error and it seems we're able to reproduce it, we summoned it pass the right wall near the 6 squares, but there's nothing the wolf could do there, the only door can't be open by attacking.

Hopefully there'll be a way to bypass that, else, we'll have to play again and hope for you to correct that bug.

Thanks for a great map anyway, I consider it only second to the Kingdom of Kaliron, keep up the good job :)
 
Level 1
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Feb 5, 2012
Messages
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Great map. Really love it.
But there's something I notice:
1.The golem boss (the boss where you can stand in the circle to control the golem) is very easy kill by range heroes.Just use 2 golem to block the way and watch him die.
http://i169.photobucket.com/albums/u218/Cooro_KAL/War3/3.png
Also sometime the packbag active the circle
http://i169.photobucket.com/albums/u218/Cooro_KAL/War3/2.png
2.The boss from the wisp's quest is easy kill by range heroes too, just go to the high wall behind her and shoot.
http://i169.photobucket.com/albums/u218/Cooro_KAL/War3/1.png
3.when you have the item (forgot the name) has 7% add 1 to str/agi/int when cast spell. You can active the broken queen's tiara to has bonus stats.(bugs?)
 
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SpasMaster

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Great map. Really love it.
But there's something I notice:
1.The golem boss (the boss where you can stand in the circle to control the golem) is very easy kill by range heroes.Just use 2 golem to block the way and watch him die.
http://i169.photobucket.com/albums/u218/Cooro_KAL/War3/3.png
Also sometime the packbag active the circle
http://i169.photobucket.com/albums/u218/Cooro_KAL/War3/2.png
2.The boss from the wisp's quest is easy kill by range heroes too, just go to the high wall behind her and shoot.
http://i169.photobucket.com/albums/u218/Cooro_KAL/War3/1.png
3.when you have the item (forgot the name) has 7% add 1 to str/agi/int when cast spell. You can active the broken queen's tiara to has bonus stats.(bugs?)

All will be fixed, thanks.
 
Level 2
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Jan 1, 2012
Messages
11
Very good map.

Started playing it 2-man, so far i love the difficulty (we chose hard). Its very challenging so far but not impossible, which is just the way it should be.

You actually are able to write good english unlike all other map authors.

Terrain's nice. You did the backpack system properly.

Nice spells and good item selection (tho im not a fan of recepies, why the hell do people make those things? theyre a pain in the ass)

All in all good job, one of the really few good maps ive seen these last few years lol.
 

SpasMaster

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Very good map.

Started playing it 2-man, so far i love the difficulty (we chose hard). Its very challenging so far but not impossible, which is just the way it should be.

You actually are able to write good english unlike all other map authors.

Terrain's nice. You did the backpack system properly.

Nice spells and good item selection (tho im not a fan of recepies, why the hell do people make those things? theyre a pain in the ass)

All in all good job, one of the really few good maps ive seen these last few years lol.

I am really glad you like the map. I will tell you why recipes. Let's say the shop doesn't have those items which are components of the recipes and give less stats. And you have those really cool items which cost tons of gold but have no recipe components. Here is what happens:
1.)You get your first item really late into the game.
2.)Until you get this item you suffer from mana/health/damage issues.
3.)You loose the sense of progressing your hero.

With the recipes you buy not that cool items, which upgrade your hero slowly and in the end you get the same powerfull item. The only difference is that you don't buy it instantly for 2000 gold. but you buy 2 items for 500 gold and the recipe for 1000.

I know that it's kind of annoying to make them, but there you have a really nice shop system which is explained in a nice and easy way :)
 
Level 2
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I am really glad you like the map. I will tell you why recipes. Let's say the shop doesn't have those items which are components of the recipes and give less stats. And you have those really cool items which cost tons of gold but have no recipe components. Here is what happens:
1.)You get your first item really late into the game.
2.)Until you get this item you suffer from mana/health/damage issues.
3.)You loose the sense of progressing your hero.

With the recipes you buy not that cool items, which upgrade your hero slowly and in the end you get the same powerfull item. The only difference is that you don't buy it instantly for 2000 gold. but you buy 2 items for 500 gold and the recipe for 1000.

I know that it's kind of annoying to make them, but there you have a really nice shop system which is explained in a nice and easy way :)


I didn't consider that, its a good point, however i'd still much rather stick with normal items. Using recipes you're killing off all the fun of the normal items. From the beginning of the game instead of looking for the right stat that you wanted, you instead have to look for components for an item you're going to get later on.

building each item is a pain as you will need to toss items around the backpack and on the ground to free several slots, especially when you already have your inventory filled with completed items.

though I dislike this method, at least they are an acceptable annoyance in rpgs... most people actually use this method even in hero maps where you have a strict time limit, and that's just ridiculous.

Could I suggest removing the system and setting the vendor sell rate to 90% - then make enemies drop non vendor items with a bad selling price to avoid getting instantly rich from a rare drop.
 
Level 1
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Feb 5, 2012
Messages
4
I note Ressurection Stones now has recall ability which is very nice but I can't recall myself. I tried on some NPC(the golbin near the end,the skeleton near the volcano,...) and it's worked. Is that a bug or some kind of hidden quest?
 

SpasMaster

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I note Ressurection Stones now has recall ability which is very nice but I can't recall myself. I tried on some NPC(the golbin near the end,the skeleton near the volcano,...) and it's worked. Is that a bug or some kind of hidden quest?

It's a feature that I wanted to do. Used this ability jast for a test but forgot to remove it. Don't worry, it's coming in v.7.8. along with the 2 new heroes.
 
Level 5
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Aug 12, 2010
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87
I envy people who can make such a beutiful terrain, i can't :(.

I like low hp and high dmg, it's not boring to fight.

I usualy dont like description spam in ebilities and items but this map is not pvp, i played alne so i had time to read lol... GOOD WORK!
 
Level 1
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Mar 25, 2010
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1
Short comment on the map after attempting it with 2 players on LAN running Windows 7 and the latest version of WC3:

- Terraining done very well
- Fights well done
- Gamespeed feels right
- Permanent buffs are risky on weapons, try changing those to avoid farming

bugs:
- Last boss area 3+, lever was broken, we could not open the door to get in or trigger the lift or whatever it was supposed to do (We continued to 6+ at level 5 which was painful but worked out with pulling)
- Abomination boss level 6+ that spawns zombies: we whiped, after that the fight did not reset, instead it kept spawning zombies which we met an army of on the way back there, and kept spawning them forever, we couldnt' fight them all but the beserker had lifesteal, we gave him the permanent str/agi gain item while he locked the mobs in a small passage, slowly going to infinite str/agi... but that made the game get a critical error... all we wanted was to stop the source of the problem

Please fix these bugs and we might give this map another testrun, feel free to PM for more questions
 

SpasMaster

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Thanks for your comment! I have some questions though.

- Permanent buffs are risky on weapons, try changing those to avoid farming

Permanent buffs? What do you mean? >.>

- Last boss area 3+, lever was broken, we could not open the door to get in or trigger the lift or whatever it was supposed to do (We continued to 6+ at level 5 which was painful but worked out with pulling)

I can't understand what boss are you talking about. Perhaps if you could provide the boss name or a screenshot? Or more detailed explanation..

- Abomination boss level 6+ that spawns zombies: we whiped, after that the fight did not reset, instead it kept spawning zombies which we met an army of on the way back there, and kept spawning them forever, we couldnt' fight them all but the beserker had lifesteal, we gave him the permanent str/agi gain item while he locked the mobs in a small passage, slowly going to infinite str/agi... but that made the game get a critical error... all we wanted was to stop the source of the problem

I will look into it.
 
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