• 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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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 4
Joined
Apr 27, 2011
Messages
88
In my opinion hero-class weapons become useless after about 10 minutes of the game. For them to be useful and not overpowered during the whole game I think it would be great to link it with hero's main attribute. And I think that value of attributes was debuffed to much - for 1 point of main attribute - 0,75 points of attack - mb return it to 1 - 1?
And new model of Kergaloth is great) Again you have done a great job!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
In my opinion hero-class weapons become useless after about 10 minutes of the game. For them to be useful and not overpowered during the whole game I think it would be great to link it with hero's main attribute. And I think that value of attributes was debuffed to much - for 1 point of main attribute - 0,75 points of attack - mb return it to 1 - 1?
And new model of Kergaloth is great) Again you have done a great job!

Class Weapons become useless after 10 minutes? It takes 10 minutes to get to the first Resurrection Stone... and you already find replacement for them? I highly doubt so. Also their purpose was never to be overpowered the whole game, but to help the players during the beginning of the game on Hard and Hell difficulty. After that they can be replaced. Also, the 1 Attribute - 0.75 damage was done ages ago. It's nothing new.
 
Level 4
Joined
Apr 27, 2011
Messages
88
Class Weapons become useless after 10 minutes? It takes 10 minutes to get to the first Resurrection Stone... and you already find replacement for them? I highly doubt so. Also their purpose was never to be overpowered the whole game, but to help the players during the beginning of the game on Hard and Hell difficulty. After that they can be replaced. Also, the 1 Attribute - 0.75 damage was done ages ago. It's nothing new.


I mean that if hero-class weapons can be connected with hero stats it would be useful to have it in inventory during whole game as their power increase with hero's lvl - and you don't have to replace it. And 10 minutes of the game is nothing - it takes me about 3 hours to finish the game (with int heroes - longer). Anyway it's just my opinion.
 

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
I mean that if hero-class weapons can be connected with hero stats it would be useful to have it in inventory during whole game as their power increase with hero's lvl - and you don't have to replace it. And 10 minutes of the game is nothing - it takes me about 3 hours to finish the game (with int heroes - longer). Anyway it's just my opinion.

Starter item is not meant to be used through the entire gameplay. It would then be too easy, thus players would only have to buy 5 items.
 
Level 2
Joined
Aug 4, 2012
Messages
24
Register so i can comment on this map.

Version 8.8, that big abomination at bottom left (whatever is his name) still spawn shitton of zombies even after i kill him, to the point that it lag very heavily its impossible to continue the game.
Some point can only be passed by put one unit on each platform, which is not completable in single player (use keysersoze to get the void blade's summon to pass that)
How i'm supposed to guess the chamber password? (still halfway so if the clue is further just tell me so)

Guess that's all :D
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Version 8.8, that big abomination at bottom left (whatever is his name) still spawn shitton of zombies even after i kill him.

That's impossible. The Abomination boss exists for a long time and players have reported many things, but he never continued spawning after his death. Provide a screenshot to proove yourself, please. =)

Some point can only be passed by put one unit on each platform, which is not completable in single player

That's intentional.

How i'm supposed to guess the chamber password? (still halfway so if the clue is further just tell me so)

It's pretty hard to find out ;) Hope you figure it out.
 
Level 1
Joined
Jun 2, 2012
Messages
9
More Suggestions

LordAedwyrlin made cool suggestions
But I would like to add some more..
1. Master's Chamber perhaps u may keep the password to urself but plz plz help us to secure the right chamber. Perhaps u may do this, the naga jst outside the circle to enter the chamber may be a traitor who offers the right chamber password hereabouts if we kill the alliance forces right ahead. Perhaps jst a hint that the pass--word would be available if u obtain ___ item and think logically.

2. The return of Gar'thok-- Special Gar'thok quest for getting his artifact (it's a spoiler we know that). We love Gar'thok Yay!!!!

3. Collect all the artifact and find the goblins to finally end the map, not such an abrupt sadist end. The end feels lyk empty smthing missing void lyk:goblin_boom: kabbom and whush.

4. Ata'lai is noob no summons. Leader of Nagas, feels pwrless.

5. Some items like Queen's tiara and tablet of k (*key) shud not be saleable u know y there future use.

6. Hlp us to skip the opening cinematic. me and mine 2 friends were so bored that we saved right after the cinematic and kept loading that save game while choosing new heroes :p
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Woah, nice review! I'll answer all of your questions and suggestions now.

Custom models for all heroes, because they're awesome.

I'd really love that, but map size problems start to pop out. Longer loading times and so on. I think they are fine as they are for the moment.

Class-specific items for all, although I assume that you intended to add them sooner or later?

That's already added in Hard and Hell difficulty.

More variation in boss fights than just attacking it, to have spawns appear, and on and on throughout the battle.

Not all bosses are just to be attacked. There is the Firelord, the Abomination, Restan. But yes, some bosses can be improved.

Druid: He needs to have at least some sort of animal form, that's all the fun of being a druid.

I wanted to do that long time ago. Sadly, I can't implement any form of shapeshifting because of the ESC Stat system.

Shaman: Why was the model reverted? My friends and I rather liked the brown version.

Many people don't know that brown orcs exist and I want to underline the fact that he is an orc. It also frees space for other models.

Nether Wizard: Going with the whole Horde theme, it's a bit odd to have the Faceless in the mix, maybe replace him with a lich?

It's funny that the version I am working on at the moment is replacing the Nether Wizard. Yes, he'll be gone soon. Necromancer coming on his place.

Goblin: There's no Goblin hero. Maybe he could be one of the survivors or something along the lines of that? Tinker, Demolition man, smash smash, y'know? Typical goblin stuff.

There used to be a goblin in the map, but he didn't work out fine so he got removed. I might add one later on.

Spell Breaker: Melee intellect, or possibly agility to replace the Spell Thief?

Spell Thief is great for that role. Only thing different is the name..

Undead: An intellect hero, skeletal mage, banshee, or necromancer, maybe.

As I said, a Necromancer is on the way. =)

Ogre: Intellect or Strength, I'd imagine.

Ogres might not be implemented in the map.

Bard: Iunno, one of my friend's ideas, it'd be hard to find a Horde bard model.

Not happening.

Pirate: Pirates! Arrgh!
Very slim chance. Most likely not.

Expanding from (Problems/Complaints V), maybe you should use the old idea (Questions I). Upon leaving the temple, the trio finds the Goblins, but they also find the Alliance, and the two are locked in combat. So, now there's this whole new plot with the Alliance, y'know? You gotta go and fight them, maybe save some Goblin captives, and then take a ship and head to their base and what not.

There will be an outro cinematic soon.

There should be more small little areas that only select heroes can travel, not the class items, but the Naga appears to be the only one who is allowed to swim over to the islands and what not.

I like these areas too, but the trick with them is to make them actually accessable only by the respective class. If I get an idea for such area, I usually implement it.

I liked the fire maze by the Abomination boss, gives a sort of Indiana Jones feel, there should be more of that, and perhaps more interactive traps, rather than simply teleporting to your death.

I'll try to make further traps more interesting. =)

Maybe you should add a quest pre-crash. Instead of the cinematic with the trio crashing, they fight off the attackers and land, y'know? Or if they fail to do so, they crash, but if they do they receive some sort of bonus.

I am not sure if that's gonna happen.

As an intellect hero, I was using the base of Atiesh at the final circle, and at the same time my friend was handing in the Queen's Tiara, because we had finally realized who we had to bring it to, and instead of receiving the final Atiesh piece, I was given the fixed tiara. I tried to use the base again, however it wouldn't work. The tiara had replaced the atiesh item, and I was unable to receive my legendary.

An interesting bug. I'll look into it.

I'm not sure if it's a problem with the game, but occasionally I'll be playing and my friends, or just one of them, will randomly drop, without lagging. It's happened twice.

Happened to me too. It's not a problem with the map.

The cinematics, after several playthroughs, do get sort of old. Perhaps you could allow them to be skipped via player red?

The thing is that I hate it when people skip cinematics, without reading them. But at the same time there are people like you and me who don't want to listen to them 100 times. Perhaps I might make them skippable.

My friend tried to craft the item 'Silver Bow', and although he had all the requirements, he couldn't do it, and neither could the rest of us. Yes, he had both hammers.

It will be fixed ASAP.

The ending is quite abrupt, and northeastern area of the map is quite lacking, although I'm sure you've just been busy with the rest of the map, but it's quite disappointing after all that work to reach the circle and be "kicked out." It's kinda down-hill from Atal'ai

As I said, an outro cinematic will be added soon.

I recall playing once, I think it was an older version, and towards the end, instead of the circle of power being there, we had to purchase ships, and went to islands in the East, fighting Alliance, why was that removed?

It was removed because, it's the "Sunken City", not "Herp-derp, boat travelling". Leaving the City isn't a good idea. Also, the islands dind't work as intended and took a lot of time.

Are there secret heroes? Perhaps adding them as a reward for finishing the game, possibly scaling with the new difficulties and what not would be a good idea. Or, you get points each time you finish the game, and you can use the secret heroes based upon your cumulative loaded points.

There aren't. And most likely won't be added. There are several secret items though.

There's no need for a save/load feature, if one of your friends can host manually, then you can simply save it and then host the saved version later. If you can't host manually, it's simple to enable it, and you can google "How to host on Warcraft 3."

I agree.

----------------------------------------------

Thanks for your review. +rep =)
 
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Finished ur map on hardest difficulty solo with the shaman.
Was kinda disappointed by the fact that the boss at the end of the level 9 dungeon didn't drop a single thing. Same goes for the pitlord. Nice bosses but no drops...

Also, i didn't get the "hard mode" from Bordo, altough i killed him in like under a minute. Is it possible in hell mode?
The pressure plate in the level 4 dungeon does not respond to summoned creatures of healing wards making it impossible to kill rekst while soloing the map.

Instead of giving the monsters 5 billion hitpoints and some attack speed and armor perhaps it's an idea to place minions that give buffs or healing to the monsters.

I'd also like to see some more variation to the monsters, it's a lot more of the same stuff during the map. Perhaps some more models other than the standard warcraft models would spice up the map a bit more.
 
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Stuff~ II

Hullo, and thanks for the hasty response.

Spell Breaker: Iunno, another one of my friend's suggestions, I thought Spell Thief was fine, too.

Druid: Oh well..

Bard: Yeah, lol..

Pirate: Iunno, it seems like a good idea for the map. Some hired arm along the way?


Shaman: His mana shield duration is quite short. It's tedious to have to keep repeatedly clicking it.

Warlock: What's up with his draenei voice? Just wondering.

Rogue: His hardmode item's use is broken, the berserk.

Boss fights: Yeah, they're not that bad, but, most of them, for example the Scorpion and the End boss, consist of mostly fighting them and their spawns, until the fight is over.
I have a couple of of ideas for some boss fights:
I: Y'know the Karazhan Chess event? Something like that might be fun, if you could get that to work.

II: Some Alliance Sea-Captain, crashed into the island with his crew. Maybe his ship could fire cannons at an area where the trio is fighting him, and they have to evade those as well as fight off him and his crew.


Unending Conflicts: We accidentally took one of the troll history fragments before talking to the witch doctor, and were unable to complete the quest.

Life Trading: I think it'd be a good idea, for say when one player has 15 lives left and the other has only 2, which happened to me in an earlier game.
Or, maybe buying lives, maybe scaling with difficulty? ~500 in easy, ~1000 in normal, etc..


Endgame: Yeah, I guess leaving the city isn't the best idea, but, still, there is a weapon that drops from the last boss, but then the game just ends. I think that adding some sort of area there would be good, maybe not leaving the city, but, the trio's task from the end boss is to escape the city, now that they've found the goblins.

North-Eastern Wing: Is actually in the North-West.

Tablets: How many are there? And do they form a sentence? I managed to open the one chamber before, I think by typing in the one code, however it won't work now. Do I require it in my inventory?

Secrets: I finally found them all, and I must say I am rather disappointed at the reward.

Abomination Boss: What's the hard-mode for this? Is it not killing x amount of zombies? Or is there some sort of timer?

Devastation: I came across this legendary just last night, quite the experience.
 
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Level 2
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Actually the continuous spawning of zombies after bordo dies is a really common bug. I usually save before bordo because if there are too many zombies the pc wont handle it properly. In previous versions it happened when you killed bordo before any zombies did.
 
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1,325
I: Custom models for all heroes, because they're awesome.
Very common opinion, sadly. Just adding random models never improved any map, they usually dont really match the style and look out of place. Adding single models that fit the heroes role and style can look good, but dont add models just with the intention to have non-standard stuff. Same for skins.

I wanted to do that long time ago. Sadly, I can't implement any form of shapeshifting because of the ESC Stat system.
^.^

Finished ur map on hardest difficulty solo with the shaman.
Shaman is awesome, ye. Im curious, how long did it take?


Probably add a repick command so you can compare the heroes before you start (the hero description doesnt really help). To avoid abuse you could disable it after 2 minutes or something...


€:
Are you sure "Equip: Your healing spells restore mana equal to 10% of your Intelligence" on Queens Scepter is working? The code doesnt make sense to me: (i think you need "or" instead of "and")
JASS:
function Trig_Queens_Scepter_1_Func002C takes nothing returns boolean
return(GetSpellAbilityId()=='A08B')and(GetSpellAbilityId()=='ANhs')and(GetSpellAbilityId()=='A064')and(GetSpellAbilityId()=='A0AF')and(GetSpellAbilityId()=='A00U')and(GetSpellAbilityId()=='A00K')and(GetSpellAbilityId()=='A03T')and(GetSpellAbilityId()=='S000')and(GetSpellAbilityId()=='A0B2')
endfunction

function Trig_Queens_Scepter_1_Actions takes nothing returns nothing
	if(Trig_Queens_Scepter_1_Func002C())then
		...
	endif
endfunction


I think most Agi based classes are too weak, they dont really deal more dmg then tanks/healers and have bad survivability - especially in early/midgame.
Last time we played with Spellthief + Brewmaster + Shaman the Spellthief never came anywhere close to the dps of the other heroes. The Brewmaster has survivability for tanking, the shaman is a decent healer, but since all spellthief can do is to dps he should at least be good at it.
a0cpx1.png




€€: i nearly forgot, Brewmaster permastunned/paused himself after using ulti (in scorpion boss fight).



€€€:
Devastation: I came across this legendary just last night, quite the experience.
we found it too =D
 
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Level 2
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Actually the continuous spawning of zombies after bordo dies is a really common bug. I usually save before bordo because if there are too many zombies the pc wont handle it properly. In previous versions it happened when you killed bordo before any zombies did.

so I gotta kill all zombie before kill bordo? But they keep spawning so fast two by two, how should i do it?
 

Vunjo

Hosted Project: SC
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@Muzzel, I'll comment only the part where Agility hero had low dps.
In the latest version (Which might not be uploaded yet), that part was fixed, and Agility heroes have highest dmg.
 

SpasMaster

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---------------------------------------------
@Scherpenkate

Also, i didn't get the "hard mode" from Bordo, altough i killed him in like under a minute. Is it possible in hell mode?

I'll look into it.

The pressure plate in the level 4 dungeon does not respond to summoned creatures of healing wards making it impossible to kill rekst while soloing the map.

I know that. It's intentional and not a subject of a change.

Instead of giving the monsters 5 billion hitpoints and some attack speed and armor perhaps it's an idea to place minions that give buffs or healing to the monsters.

I'd also like to see some more variation to the monsters, it's a lot more of the same stuff during the map. Perhaps some more models other than the standard warcraft models would spice up the map a bit more.

Will do.

---------------------------------------------
@LordAedwyrlin

Shaman: His mana shield duration is quite short. It's tedious to have to keep repeatedly clicking it.

That's the spell idea. Sorry : /

What's up with his draenei voice? Just wondering.

The only voice that could fit a shadowy orc.

His hardmode item's use is broken, the berserk.

Will be fixed.

Y'know the Karazhan Chess event? Something like that might be fun, if you could get that to work.

Might do. Will look into it.

Some Alliance Sea-Captain, crashed into the island with his crew. Maybe his ship could fire cannons at an area where the trio is fighting him, and they have to evade those as well as fight off him and his crew.

Good idea. Might do it.

We accidentally took one of the troll history fragments before talking to the witch doctor, and were unable to complete the quest.

That's something that I am afraid I cannot fix.

Life Trading: I think it'd be a good idea, for say when one player has 15 lives left and the other has only 2, which happened to me in an earlier game.
Or, maybe buying lives, maybe scaling with difficulty? ~500 in easy, ~1000 in normal, etc..

That way people who use cheats can get infinite lives. While at the moment that's impossible.

Tablets: How many are there? And do they form a sentence? I managed to open the one chamber before, I think by typing in the one code, however it won't work now. Do I require it in my inventory?

Tablets usually give hints for secrets. They aren't required in your inventory though.

Secrets: I finally found them all, and I must say I am rather disappointed at the reward.

You forget that the secret areas themselves give rewards. If we sum up the bonus? It would be great.

Abomination Boss: What's the hard-mode for this? Is it not killing x amount of zombies? Or is there some sort of timer?

Killing the boss before the timer expires.

---------------------------------------------
@muzzel

Probably add a repick command so you can compare the heroes before you start (the hero description doesnt really help). To avoid abuse you could disable it after 2 minutes or something...
The system I currently use most proubably won't allow me.

Are you sure "Equip: Your healing spells restore mana equal to 10% of your Intelligence" on Queens Scepter is working? The code doesnt make sense to me.

I am sure it works. :)

I think most Agi based classes are too weak, they dont really deal more dmg then tanks/healers and have bad survivability - especially in early/midgame.
Last time we played with Spellthief + Brewmaster + Shaman the Spellthief never came anywhere close to the dps of the other heroes. The Brewmaster has survivability for tanking, the shaman is a decent healer, but since all spellthief can do is to dps he should at least be good at it.

Spell Thief will be buffed in version 9.0.

i nearly forgot, Brewmaster permastunned/paused himself after using ulti (in scorpion boss fight).

That ultimate causes problems since forever. His Ultimate will be replaced.

---------------------------------------------
@Strange_Kid

so I gotta kill all zombie before kill bordo? But they keep spawning so fast two by two, how should i do it?

No. You must kill the boss only.
 
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@Muzzel, I'll comment only the part where Agility hero had low dps.
In the latest version (Which might not be uploaded yet), that part was fixed, and Agility heroes have highest dmg.
we played 8.9


About Shamans Knockback-Lightning:
You can use it to trigger pressure plates, which will stay activated forever. I guess this is caused by a dummyunit that isnt getting removed.
 
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I think most Agi based classes are too weak, they dont really deal more dmg then tanks/healers and have bad survivability - especially in early/midgame.
Last time we played with Spellthief + Brewmaster + Shaman the Spellthief never came anywhere close to the dps of the other heroes. The Brewmaster has survivability for tanking, the shaman is a decent healer, but since all spellthief can do is to dps he should at least be good at it.


think the same, not 1 agi hero can come to the same dmg like the tank/mage
 

SpasMaster

Hosted Project: SC
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think the same, not 1 agi hero can come to the same dmg like the tank/mage

Not 1? Have you played with the Beastmaster? Do you try to trigger the Rogue's passive? From what distance do you use the Hunter's Multi-shot? Agility heroes aren't just "right-click and my work here is done". They also have strategies and if you don't use them don't complain about the damage. I've played hundreds of times, and god. If those heroes are played properly, they just annahliate.
 
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Not 1? Have you played with the Beastmaster? Do you try to trigger the Rogue's passive? From what distance do you use the Hunter's Multi-shot? Agility heroes aren't just "right-click and my work here is done". They also have strategies and if you don't use them don't complain about the damage. I've played hundreds of times, and god. If those heroes are played properly, they just annahliate.

nope didnt played the beastmaster till now(the panda right?), because i am no summoner fan on agi heros. yeah i did try to trigger rogues passive and it came often enough, but still he didnt come near dmg from mage/tank. Hunters multishoot i normally cast if i stand right in front of the enemy because all arrows should hit, but even that dont make such dmg like a mage spell.
the strongest agi based hero so far i played was the berserker(troll), but since he dies within 5sec without even take dmg from enemies, hes useless if u have not 1 good aoe healer next to u
 
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shadowhunter is pretty strong, but i agree on the healing problem with melee agi heroes (with shaman/druid/priest its not really a problem).

But ofc some hero combinations just dont fit, even if the single heroes can work great in a different team.
For example the combination melee-agi + avenger (kills himself) + netherwizard (weak heal) really sucks.
But thats ok, the whole map relies on teamwork and choosing a decent team is part of that.
 

Vunjo

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shadowhunter is pretty strong, but i agree on the healing problem with melee agi heroes (with shaman/druid/priest its not really a problem).

But ofc some hero combinations just dont fit, even if the single heroes can work great in a different team.
For example the combination melee-agi + avenger (kills himself) + netherwizard (weak heal) really sucks.
But thats ok, the whole map relies on teamwork and choosing a decent team is part of that.

Well, even if they had such a bad team, that doesn't mean they can't win. Indeed, "Hell" difficulty would really mean hell, nearly impossible, but that's pretty much the point of the map: teamwork.

The Damage Topic:
When considering dealing damage, you must also know which spells do you get, and use. That's also very important. You will most likely have highest damage dealt by using AoE spells from the very beginning, clearly cause there are way too many mobs compared to amount of bosses.
Another thing worth of considering is the amount of kills you can do as a damage dealer. If your kill count is quite low, you won't get many items, thus directly decreasing your damage dealt.
 
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The most freaking annoying stuff it that why i cant fuckin find how to open the Masters chamber right door.. not the left as i read the comments its impossible the Right one...
Anyway the map is one of The Best i ever seen in warcraft i played it with my brother many times 5/5 ;)
 
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Have to say you've made a great map spasorc ^^ been playing this with my friends for days :) trying 9.0 right now xD can now proudly say that we've nearly discovered all of the map though some secrets still remain (Mostly about the 3 artifacts =.=')
Oh and I do have a little question for you - the tablets are the hints for us to get to 1 of the artifacts,right? Just answer yes or no and I'll be fine ^^ Already got 3 tablets and I'm searching for more :)
Anyway you have done a good job man. Keep it up :)
 
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When I killed Bordo (with Shaman) I've obtained Iblis - and it's abilities were opening only when it is placed in slot NUM 7 (if in any other it was opening empty abilities) and when I placed it in NUM 7 slot and clicked on it - it was only one ability - 15% dodge with icon like in wc3 DH passive ability. Is it bug or what? If Iblis gives 15% dodge as passive than why it is clickable?
And it is so easy to play for shaman - vs any boss or big creep just cast lighting (1st spell) from max range and after it cast lighting spell that is given from the start that dmg and pushes creeps backward. After being pushed the creep stops its attack. Then wait for kd and do it again. I suppose it is some kind of abuse. It is so hard to play with melee heroes and so easy with shaman - the only one thing that you need is mana and to wait for kd.
The other thing that I couldn't understand is Shaman's passive - it is said in description that it is lvlable (on 1st lvl -25 dmg; 2nd -50; 3rd - 75; 4th - 100) but how it could be lvled up? Or it automatically lvled up with hero lvls?
And do you increase the drop chance for temple tablet? In the first game in 9.0 it dropped FOUR times during the game.
Anyway the changes are awesome - new area is great (treants, KotG etc.)!
 

Vunjo

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@Mammoth
Artifacts are extremely hard to find, and no exact clues are ever going to be given about them. That's why they are called artifacts :p

@OnlyMeLonely
They help you reaching the right doors of Master's chamber. You will find there something very nice :)

@Obley
The bug will be fixed soon.

@ShogunFromBrazil
Iblis is a known bug, and it's spells will be replaced, or the item will be completely remade.
We might reduce the range of shaman's spell.
Those 2 passive/active spells that you get by picking the hero can be leveled. If they are, they are leveled up automatically as the hero levels up.
 
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@ShogunFromBrazil
Iblis is a known bug, and it's spells will be replaced, or the item will be completely remade.
We might reduce the range of shaman's spell.
Those 2 passive/active spells that you get by picking the hero can be leveled. If they are, they are leveled up automatically as the hero levels up.

I suppose it will eliminate such abuse - because of his cast range he is too powerful.
Can you please tell me 1 thing - how many items are needed for the Queen Sceptre after obtaining a Recipe? Not what items - just how many)
And some versions earlier there was a dropping item (suppose low chance of drop, by for sure it was in the game) - it was called Destructor or smth like that - it was an orange colour item with +100 Dmg and in addition +100% to dmg from agi str and int. Was it removed?
 

SpasMaster

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Time to bring some light into the fog.

When I killed Bordo (with Shaman) I've obtained Iblis - and it's abilities were opening only when it is placed in slot NUM 7 (if in any other it was opening empty abilities) and when I placed it in NUM 7 slot and clicked on it - it was only one ability - 15% dodge with icon like in wc3 DH passive ability. Is it bug or what? If Iblis gives 15% dodge as passive than why it is clickable?
And it is so easy to play for shaman - vs any boss or big creep just cast lighting (1st spell) from max range and after it cast lighting spell that is given from the start that dmg and pushes creeps backward. After being pushed the creep stops its attack. Then wait for kd and do it again. I suppose it is some kind of abuse. It is so hard to play with melee heroes and so easy with shaman - the only one thing that you need is mana and to wait for kd.
The other thing that I couldn't understand is Shaman's passive - it is said in description that it is lvlable (on 1st lvl -25 dmg; 2nd -50; 3rd - 75; 4th - 100) but how it could be lvled up? Or it automatically lvled up with hero lvls?
And do you increase the drop chance for temple tablet? In the first game in 9.0 it dropped FOUR times during the game.
Anyway the changes are awesome - new area is great (treants, KotG etc.)!

Iblis will have a new effect in a hotfix version that will come in the next hours.

About the Thunderstorm abuse: Vunjo answered pretty well to that.

The Shaman's passive CLEARLY says that for each level of chain lightning it gains bonus damage. Level 1 (of chain lighting) - 25 damage... and so on.

About Temple Tablet. You just got lucky!


Both issues fixed in upcoming hotfix.

Those 2 passive/active spells that you get by picking the hero can be leveled. If they are, they are leveled up automatically as the hero levels up.

I will quote myself: "The Shaman's passive CLEARLY says that for each level of chain lightning it gains bonus damage. Level 1 (of chain lightning) - 25 damage... and so on."

I suppose it will eliminate such abuse - because of his cast range he is too powerful.
Can you please tell me 1 thing - how many items are needed for the Queen Sceptre after obtaining a Recipe? Not what items - just how many)
And some versions earlier there was a dropping item (suppose low chance of drop, by for sure it was in the game) - it was called Destructor or smth like that - it was an orange colour item with +100 Dmg and in addition +100% to dmg from agi str and int. Was it removed?

The recipe for Queen's Scepter explains what items are needed.... and therefore how many >.>

The item is Devastation and is the Fourth Legendary item. Please understand that items are very diverse. If something drops one game this totally doesn't mean it will drop the next game. Especially when talking about a Legendary item... This item dropped only once to me who plays the map tons of times.
 
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The recipe for Queen's Scepter explains what items are needed.... and therefore how many >.>

The item is Devastation and is the Fourth Legendary item. Please understand that items are very diverse. If something drops one game this totally doesn't mean it will drop the next game. Especially when talking about a Legendary item... This item dropped only once to me who plays the map tons of times.

I understand it ofc and I don't mean that it wasn't drop in last game - therefore it was removed. Just asked if it was removed at all because of being too powerful. Is there any way to obtain it for sure or only lucky drop?

Hm, mb something is wrong with my wc3 or with resolution but the description of Queen Scepter is:
"Stats:
+bla
+bla
Equip:
bla
Equip:
bla
Equip
bla
"Ressembles some sort of transportation device"

and thats all - nothing about requires. Am I right - something is missed from original?
 

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@Mammoth
Artifacts are extremely hard to find, and no exact clues are ever going to be given about them. That's why they are called artifacts :p

@OnlyMeLonely
They help you reaching the right doors of Master's chamber. You will find there something very nice :)

@Obley
The bug will be fixed soon.

@ShogunFromBrazil
Iblis is a known bug, and it's spells will be replaced, or the item will be completely remade.
We might reduce the range of shaman's spell.
Those 2 passive/active spells that you get by picking the hero can be leveled. If they are, they are leveled up automatically as the hero levels up.

Nope I'm not asking about the temple tablet, I'm asking about the tablets that contain the letters (T,k,i,w and something like that) :)
And I'm notice something in v9.0. When I activate the Queen's scepter, sometimes my damage and intelligence increase for a short time, have no idea why :vw_wtf: was playing the archmage at that time
 
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I have already found 4 out of 4 legendaries - Ateish, Thoridal, Sulfuron and Devastation.
And It was pretty hard to obtain Tablet of Life but finally I've found it.
The only one thing for me that is not clear - is it possible to find some clue for the left door password in the map? Or it is just "known by creator"?
And how many Artifacts are there in the game? I found "ToL", other one is behind left door and the third is Garthok's axe (is it still impossible to obtain it in this version?)
To prove myself -
 

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Level 4
Joined
Apr 27, 2011
Messages
88
Nice maphacking dude, but ur russian so i guess thats just how you guys play games.

And yes, these are the four you can get.

Maphacking?))) Poor nut)
Russia = vodka Putin KGB Emelianenko maphack?))))
You are neither a creator of this map nor in credits - moreover your comment is ultimately meaningless - how can maphack in RPGmap help you find the way to obtain smth)))
If you were owned by Russians some time ago (or mb now?) or due to mental debility you are unable to find some secret of this map than why are you trying to answer the question that was not addressed to you?
Just dunno))
 
Level 14
Joined
Jun 27, 2008
Messages
1,325
I feel sorry for you, but as far as i know it is not unusual for lesser minded people to mistake general maphacking for map vision hacking. I forgive you.

If you dont want people to ask your questions you probably should not post them in a forum (which usually has the purpose to get your questions answered).
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I have already found 4 out of 4 legendaries - Ateish, Thoridal, Sulfuron and Devastation.
And It was pretty hard to obtain Tablet of Life but finally I've found it.
The only one thing for me that is not clear - is it possible to find some clue for the left door password in the map? Or it is just "known by creator"?
And how many Artifacts are there in the game? I found "ToL", other one is behind left door and the third is Garthok's axe (is it still impossible to obtain it in this version?)
To prove myself -

-No clues for left door.
-Three Artifacts.

Nice job on finding the item. :)

PS. To you @ muzzel. Especially muzzel: Stop this fight with no true reason.. Or if you wish to continue it, please use PM's. Thanks.
 
Level 4
Joined
Apr 27, 2011
Messages
88
-No clues for left door.
-Three Artifacts.

Nice job on finding the item. :)

PS. To you @ muzzel. Especially muzzel: Stop this fight with no true reason.. Or if you wish to continue it, please use PM's. Thanks.

Therefore will try to find the third, thx.

Muzzel - you really should use muzzle because this question was never addressed to such a jealous slink like you as far as you are unable to create something interesting by yourself) I appreciate and respect the great work that was done by spasorc and due to it will ignore your snivel comments.
 
Level 4
Joined
Apr 27, 2011
Messages
88
It's just, spasorc once stated that you actually can't find out where to use the scepter. Therefor you must've been running over the whole map and test it everywhere or, the easyer way, get a hacked version and look where you have to use it.

Spasorc can prove my words - USE YOUR BRAIN - the place to use is hard to find but 100% not impossible and all you need to do is just think, or maybe you were trying EVERYWHERE and failed? If you think that if you were unable to find it and therefore it could be found only with cheating - i'm sorry but I have to disappoint you - you are just not the best man(woman) in the world)

Being a friend of muzzle you are too predictable - you guys talk too much about cheating - I just play for fun and for sure not so nerd to try cheating with a map if failed in the game - maybe it is a difference between us))

I will do my best to find 3rd Artifact, be sure!
 
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Level 6
Joined
Aug 26, 2009
Messages
192
The problem is, there's no tip or anything else which lets you suspect where to use the scepter (at least that's what spasorc said a few weeks/months ago). That it's not impossible, I would agree, but you have to put a lot of time into it, as you would have to try it everywhere. So telling us "all you need to do is just think" is completly wrong.
 
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SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
The problem is, there's no tip or anything else which lets you suspect where to use the scepter (at least that's what spasorc said a few weeks/months ago). That it's not impossible, I would agree, but you have to put a lot of time into it, as you would have to try it everywhere. So telling us "all you need to do is just think" is completly wrong.

I'll have to agree with this one. Still, I am not accusing anyone for anything. Please return to map discussion/advices/suggestions. Thanks.
 
Level 4
Joined
Apr 27, 2011
Messages
88
The problem is, there's no tip or anything else which lets you suspect where to use the scepter (at least that's what spasorc said a few weeks/months ago). That it's not impossible, I would agree, but you have to put a lot of time into it, as you would have to try it everywhere. So telling us "all you need to do is just think" is completly wrong.

Again, this place is really SUSPECT, and i'm sure that i'm not the first who found it, I've finished this map with 90% of heroes and was never spamclicking the Scepter. If such a losers like muzzle still think that if their ultimate brain was unable to beat this puzzle then everybody who've done it are in suspect - the only one thing i can say in this case - just that his "ultimate brain" is not wiser than average Russian)

To spasorc - if I was able to cheat with map than why was I asking you some questions constantly - from version to version? If so - I would open the left door and lose interest to your map. But neither do I. What purpose I have for cheating (and I'm sure if it could be possible to open your map - muzzle the ultimate would be the first who'd do it - but I suppose he can't) - to impress nerds with Tablet? I wish you'd be more appreciative to somebody who highly respect your work.

P.S. I suppose that your map will be in iccup "chost list" soon, be sure.
 
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