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

Sunken City v2.5.1c

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
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Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
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Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
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Priest
  • Fixed a bug where Renew was restoring more health over time than intended.
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Shaman
  • Fixed a bug where Chain Lightning would sometimes not benefit from cooldown reduction effects.
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Siren
  • The Empowered Shot Talent will now benefit from the Tidecaller Specialization's effect.
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Tidewarrior
  • Fixed a bug where The One From Below could not critically strike.
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Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
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Windmaster
  • Fixed a bug where the Windstorm ability was missing.

Items
186388-albums6307-picture71865.jpg
Items
  • Locked Chests can now drop the Legendary droppable item.
  • Treasure Bags can now drop the Legendary droppable item.
  • The drop chance of the Legendary droppable item has been reduced.
  • Fixed a bug where Bloodlord's Regalia was not dealing damage.
  • Fixed a bug where Saberclaws would sometimes damage its wielder.
  • Fixed a bug where Transmuting 3 Common items at the Enchantress would sometimes craft a Rare item.


186388-albums6607-picture72240.png
Version 2.5.1. [10.10.2024]
Come and play with us in our Discord server! Join here.

General Changes
  • Stats UI should now run correctly when loading the game.
  • The Commands window in the Quest Dialog no longer lists the <-stats> command.
  • The Multiboard's Player Name column will no longer include Players' BattleTag.
  • Sharing units will now be disabled while browsing the Survivor Merchant.
  • The broken down Golem required for the Magnetic Orb is now easier to spot.
  • The Damage Engine has received an update and its structure has been modified.
  • Buffs and debuffs applied by the Damage Engine are now applied before damage is dealt.
  • Critical Strikes of summons will now create a floating text with exclamation mark.
  • Glyph of Devotion's base Mana Regeneration has been increased to 0,75 per second up from 0,5.
  • Glyph of Devotion's Mana Regeneration scaling has been increased to 0,4% of maximum mana up from 0,2%.
  • Glyph of Renewal's visual effect is now far less noticeable on non-hero units.
  • The Enchantress Transmute ability now requires 2 Uncommon Items to create a Rare down from 3.
  • The Enchantress Materialise ability now creates 2 random Rare Items with 2 Seeds instead of 1 Uncommon and 1 Rare.
  • Backpacks with Taunting turned off have calmed down and no longer have the Blood Fury buff and instead have a new, proper one.
  • Backpacks have been cleaned up of any pointy plants and no longer have the Thorns Aura buff.
  • A new Rare Boss has been added in the Waterworks Dungeon.
  • Cevius's Health has been slightly increased.
  • Cevius now has 3 Armor up from 0.
  • Nightmare Wisps spawned by Cevius will now restore 35 Health up from 30.
  • Sea Giants, Sea Pillagers and Sea Behemoths no longer have the Ocean Shield ability.
  • Sea Giants, Sea Pillagers and Sea Behemoths now have a new ability: Globe of Water.
  • The chance of enemies to spawn at the first Cave has been reduced.
  • The Shadow Hunter at the Troll Village has found his missing item.
  • Fixed a bug where the Backpack's Roll command could be used to access Teleportation Runes.
  • Fixed a bug where damage instances that count as auto-attacks were not able to critically strike.

Classes
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Berserker
  • Poison Specialization's effect has been reworked.
  • Poison Specialization's Mastery scaling has been increased to 0,5% up from 0,4%.
  • Venomous Axes ticks now have chance to apply Surge of Toxins.
  • Venomous Axes' Attack Damage scaling has been increased to 15% up from 10%.
  • Venomous Axes' damage dealt scaling with Critical Strike Chance is now increased by Critical Strike Damage.
  • Fixed a bug where Poison Specialization's Mastery scaling was so much lower than intended that it essentially wasn't working.
  • Fixed a bug where the Poisoned Blade Talent triggered effects from other Talents that give Venomous Axes a chance to tick an additional time with a lower chance than intended.
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Death Knight
  • The Virulent Plague Talent's proc chance has been increased to 12% up from 10%.
  • The Virulent Plague Talent's proc chance now also scales with Potency.
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Demon Hunter
  • Item effects that generate attacks will no longer consume Demon Within stacks.
  • The Seething Power Talent now causes damage and begins accumulating stacks from the intial attack that triggers the effect.
  • The Seething Power Talent no longer has a 0,2 seconds internal cooldown.
  • The Seething Power Talent's Attack Damage scaling has been increased to 10% up from 8%.
  • The Seething Power Talent now lasts for 4 seconds down from 4,5 seconds.
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Hunter
  • Huffer now gains 65% of the Hunter's maximum Health up from 50%.
  • The Frostfang Bow Talent no longer needs the targets to be Chilled to deal double damage.
  • Fixed a bug where Spike and Grylls had incorrect scalings for their Attack Damage.
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Mage
  • Ring of Frost now causes an additional visual effect upon triggering.
  • Arcane Specialization now grants a new ability instead of Aracne Barrage.
  • Living Bomb's proc chance is no longer increased while the spell is on cooldown.
  • Living Bomb now causes instant damage against targets already affected by it.
  • The Fire Bomb Talent has been replaced with a new Talent: Firestarter.
  • The Blazing Soul Talent now increases tick rate by 25% down from 50%.
  • The Blazing Soul Talent now also increases burst chance.
  • The Pyromaniac Talent has been reworked.
  • The Supernova Talent has been reworked.
  • All Mage icons have been updated to high-res versions.
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Necromancer
  • Taking Blood Globes no longer counts as a tick towards Raise Dead.
  • Corpse Explosion no longer deals more damage after taking a Blood Globe.
  • Corpse Explosion's base damage has been reduced to 20/40/60/80 down from 25/50/75/100.
  • The Blood Sacrifice Talent now increases all damage dealt by amount equal to 0,5% of maximum Health down from 1%.
  • The Life from Death Talent no longer has chance to grant the Necromancer a Blood Globe when Skeletal Minions die.
  • The Life from Death Talent now causes Blood Globes to count as 2 ticks towards Raise Dead.
  • The Reaper of Souls Talent now benefits from Essence Specialization's Mastery scaling.
  • The Blood Reaper Talent can now benefit from Reaper of Souls' scaling.
  • The Blood Reaper Talent now reduces the damage dealt by Grim Scythe's Passive effect by 60% up from 50%.
  • The Hour of the Dead Talent has been reworked.
  • Fixed a bug where Skeletal Archers spawned by the Skeletal Archers Talent had incorrect damage scalings.
  • Fixed a bug where Skeletal Minions spawned by the Tombstone ability had incorrect damage scalings.
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Paladin
  • Crusader's Strike mana cost for Level 4 has been increased to 35 up from 30.
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Rogue
  • Sinister Strike's cooldown has been increased to 9 seconds up from 6.
  • Sinister Strike's mana cost has been increased to 18 up from 12.
  • Sinister Strike's base damage has been increased to 35 up from 25.
  • Sinister Strike's Attack Damage scaling has been increased to 65% up from 45%.
  • Sinister Strike's maximum Health scaling has been increased to 12% up from 8%.
  • Dispatch's cooldown has been increased to 9 seconds up from 6.
  • Dipsatch's mana cost has been increased to 18 up from 12.
  • Dispatch causes the next attack to deal 40% more damage up from 25%.
  • Vendetta's duration has been reduced to 4,5 seconds down from 5.
  • Vendetta will now allow the Rogue's next attack to deal the accumulated damage if the debuffed target dies before Vendetta expires.
  • Rupture's base damage has been reduced to 10 down from 20.
  • Rupture's Attack Damage scaling has been increased to 100% up from 80%.
  • Shadowstep's base damage has been increased to 100/190/280/370 up from 90/160/230/300.
  • Shadowstep's Attack Damage scaling has been increased to 145% up from 135%.
  • Fan of Knives' cooldown has been increased to 7 seconds up from 6.
  • Fan of Knives' base damage has been increased to 70/140/210/280 up from 65/130/195/260.
  • Fan of Knives' Attack Damage scaling has been increased to 65% up from 50%.
  • Fan of Knives' Agility scaling has been increased to 35% up from 25%.
  • The Shadowblade Talent has been replaced by a new Talent: Dirty Tricks.
  • The Shadow Dance Talent no longer reduces the cooldown of Stealth.
  • The Shadow Dance Talent now increases the damage of Rupture.
  • The icon of the Hidden Blades Talent has been changed.
  • Fixed a bug where Fan of Knives had incorrect scalings and lower base damage since v2.4.7.
  • Fixed a bug where Fan of Knives had lower range than intended.
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Shaman
  • Fixed a bug where the attacks of Flametongue Totem would sometimes cause certain effects to deal Magical Type damage.
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Siren
  • Tidal Shot is no longer a targetable ability and instead triggers on next attack.
  • Tidal Shot's mana cost has been increased to 15/25/35/45 up from 15/20/25/30.
  • Tidal Shot's base damage has been reduced to 120/200/280/360 down from 120/220/320/420.
  • Fixed a visual glitch with Tidal Shot, Aquatic Flow and Riptide.
  • Fixed a bug where the second shot of Liquid Arrows fired by the Tidecaller Specialization was dealing less damage than intended.
  • Fixed a bug where Sea Elementals were not benefitting from the Flow of the Ocean Talent's mana regeneration.
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Tidewarrior
  • Attack range has been increased to 125 up from 80.
  • Myrmidon and Guardian Specializations' Mastery effect now increases the proc chance of Tidal Strike's passive instead of reducing base attack cooldown.
  • Myrmidon Specialization's effect now reduces base attack cooldown by 5% instead of increasing the proc chance of Tidal Strike's passive by 5%.
  • Tidal Strike now has a new icon.
  • Tidal Strike's base damage has been reduced to 90/160/230/300 down from 100/180/260/340.
  • Tidal Strike's Strength scaling has been reduced to 200% down from 225%.
  • Tidal Strike's passive proc chance now has 20% bonus Agility scaling up from 10%.
  • The Shipwrecker Talent now causes every 5th attack to be critical up from every 4th attack.
  • Fixed a bug where Tidal Strike's Agility scaling for the active damage was only applied to the Strength scaling.
  • Fixed a bug where Tidal Strike would not gain increased damage while above 25% Critical Strike chance.
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Warlock
  • Implosion Talent's Imp base damage has been reduced to 7/13/19/25 down from 8/16/24/32.
  • Fixed a bug where the damage dealt by the Seed of Corruption Talent would sometimes damage allied units.
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Warrior
  • Sundering Strikes now provides 15% Critical Strike up from 10%.
  • Sundering Strikes now provides 20 Attack Damage up from 15.
  • The proc chance of Enrage for consecutive attacks after the first one has been increased to 15% up from 10%.
  • Ignore Pain's mana cost has been increased to 20 up from 15.
  • Battle Shout's mana cost has been changed to 5/10/15/20 from 10/10/10/10.
  • The Thirst for Battle Talent now adds 8 flat healing to Lifesteal up from 5.
  • The Thirst for Battle Talent now increases the effectiveness of Lifesteal for every 100 health of the Warrior up from every 50 health.
  • The Thirst for Battle Talent's healing can now affect non-Hero allied units.
  • The Thirst for Battle Talent's healing is now halved when healing allied units and heroes.
  • The Slaughterhouse Talent now grants 15 bonus damage to Critical Strikes.
  • The Slaughterhouse Talent now increases Critical Strike damage by amount equal to 200% of Agility down from 250%.
  • The Frenzy Talent now has an additional effect.
  • The Warbringer Talent has been reworked.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is 25% instead of 20%.
  • Fixed Whilrwind's tooltip to state that the cleave proc chance is increased by 5% while Whirlwind is on cooldown.

Items
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Items
  • Artifact Items now use Red Text for their names.
  • All Heroes now spawn with 2 Healing Potions and 1 Mana Potion.
  • The drop chance of Consumable Items (Potions) reduces as enemy levels get higher.
  • Shoveling Pick is now consumed to grant all Backpacks the Dig ability.
  • Mystery Tome has been removed from the Arcane Wares shop.
  • Seeds of Idrassil now cost 300 Gold instead of 3 Shadow Crystals.
  • The purchase cooldown of Seed of Idrassil has been reduced to 1 second.
  • The Chaos Blades shop item now grants 6% Critical Strike down from 8%.
  • The Chaos Blades shop item is now called Assassin's Blade and uses a new icon.
  • A new component shop item has been added: Blade of Cruelty.
  • A new shop item has been added: Pot of Greed.
  • Edge of the Red Court has been reworked.
  • Nightfall has been reworked.
  • The Qiraji Talisman shop item has been replaced with a new item: Apocalypse.
  • The Thorim's Hand shop item has been replaced with a new item: Void Hunter.
  • Tome of Strength, Tome of Agility and Tome of Intelligence +2 now have 30 charges at the Apothecary shop up from 15.
  • Pridwen, Guard of Tirion should no longer drop Lives whenever the wielder dies.
  • Chemical Armor's Use effect will now also trigger when taking damage while below 12% of maximum Health.
  • Soulstealer's current Health scaling on both Equip effects has been reduced to 0,3% down from 0,4%.
  • Serpent Staff's proc chance has been increased to 80% up from 40%.
  • Serpent Staff's proc chance now gets reduced by 8% for each active Serpent Ward.
  • The base damage of Serpent Wards spawned by Serpent Staff has been reduced to 25 down from 36.
  • Serpent Wards spawned by Serpent Staff now have 10% Attack Damage scaling.
  • Dragonscale Chestplate now provides Dragonscale Aura instead of Thorns Aura. Dragonscale Aura also reflects damage from ranged attacks and the reflected damage is always dealt by the wielder of Dragonscale Chestplate and not the target.
  • Dragonscale Chestplate's chance to Taunt whenever dealing damage has been increased to 6% up from 5%.
  • Dragonscale Chestplate's Taunt duration has been increased to 4 seconds up from 2.
  • Bonus Drops from Magic Find now create a visual effect when dropped.
  • The Bonus Drop from Magic Find text message now states the name of the item.
  • The icons of few droppable items have been updated.
  • Several droppable items have been reworked.
  • Several droppable items have been replaced by new items.
  • 8 new droppable Epic items have been added to the game.
  • A droppable Legendary item has been added to the game.
  • Lucky Golen Charm has been removed from the game.
  • Fixed a bug where if Key of Life drops, enemy units would stop dropping random droppable items.
  • Fixed a bug where the Spiritual Hood droppable item was not granting Health per second.
  • Fixed a bug where players would occasionally permanently lose the Eye of the Titans if they sell it to the wrong vendor.
  • Fixed a bug where Dragonscale Chestplate was providing additional Health Regeneration.
  • Fixed a bug where Warlord's Medallion was restoring more mana than intended for the attacks of summons.
  • Fixed a bug where Vampiric Aura provided by non-Shop Items was not working.
  • Fixed a bug where the Hand of Hatred droppable item was not increasing the damage dealt by summons.
  • Fixed a bug where the Multiboard would not account for a now missing Talent after dropping Forbidden Seal.
  • Fixed an issue where items that Bind Spells would not always trigger when the bound spell is cast.
  • Signet of the Swarm, Staff of Kil'jaeden, Silver Bow and Bloodlord's Regalia will no longer continue to deal damage while the wielder is dead.

Archives

FEATURES
  • Diverse Heroes: The 21 heroes in Sunken City possess different custom skills which are well presented in detailed tooltips.
  • Backpack System: In case your inventory is full, you are given a backpack with additional 6 slots where you can carry quest items or unused items for selling.
  • Stat System: Each level you are given the possibility to access the Skill Poitns Menu and gain access to secondary stats (non-Strength, Agility, Intelligence).
  • Item Interaction Systems: Sunken City gives the option to Disenchant items for stats or to Reforge unused lesser items to create better ones.
  • Chest System: There are many Chests scattered around the Sunken City. Opening them rewards you with a random item!
  • Quests: Embark quests that give you side objectives throughout the game!
  • Challenges: Complete difficult optional challenges for additional rewards.
  • Shop System: A simple and intuitive shop system makes it easier for players to navigate and purchase some of the many Sunken City shop items.
  • Rolling: Sunken City allows you to roll for items that suit everyone. Therefore you can avoid stealing.
  • Damage and Armor: Sunken City's gameplay is based around damaging the best target. By mouse-overing your damage and armor you will easiliy understand what's your best target!
  • Gold System: Players in Sunken City share the Gold gained by killing creeps!
  • Randomized Items: Each creature you kill has a chance of dropping one of the hundreds of items, contained in a scripted loot-table. In addition bosses have multiple drops, which add to the replayability.
  • Glyph System: A system that allows your hero to pick a combination of various Glyphs which add passive effects to your hero.
  • Talent System: Each hero has unique set of Talents that can amplify, modify, add or replace the existing hero abilities.

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

Shaman [1]
Druid [2]
Priest [3]
Mage [4]
Necromancer [5]
Warlock [6]
Witch Doctor [7]
Warrior [1]
Paladin [2]
Death Knight [3]
Monk [4]
Tidewarrior [5]
Dragon Sentinel [6]
Tinker [7]
Rogue [1]
Hunter [2]
Feral Druid [3]
Windmaster [4]
Berserker [5]
Demon Hunter [6]
Siren [7]

CREDITS

I would like to thank the following people:
Note:
There are many more resources that I used, but I can't find their creators. If you see your resource used in my map, please tell me and I will add you here.


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 1
Joined
Jan 25, 2014
Messages
1
Hey spasorc,

Yesterday I've been playing Sunken City with a friend and a somewhat funny thing happened. It was his first play through and at one point in late mid-game (ca 65% explored) he asked me to recall his hero as he couldn't find a way out. Surprised I look for where he'd pinged. I find him holding Tablet of L***.
*Hm, that's kind of a strong item* I say, *Wait a sec, that's a very very powerful item in fact*. Upon reading some posts in this thread I came to realise this might have been a bug.
You see, he was just randomly looking for some place to use Frame for INT legendary item, but it appears that you may have used the same trigger, reference or something for both the Frame's clickable activity and Queen's Scepter clickable ability. This enabled us to accidentally obtain the Tablet with use of the Frame without going through all the trouble which is probably not the intended behaviour.

Since I'm already typing away I might as well congratulate you on authoring such an amazingly well-polished entertainment experience which your map undoubtedly is. I love the way you guys made it so that even though anybody can finish the map and get to the ending sequence, it still requires some investigation to get the Zerash, master room puzzles right. You could even walk further down that path and maybe make a second ending just for the persistent ones. Something more satisfying and not so anemic as the original one - an ending heavily deriving from the lore, maybe with a plot twist at the end (maybe player's hero is a reincarnation of the King? ;D ok, maybe not). For such addition the lore would have to be significantly less messy though. Not the content, but the presentation of it (less characters, easier distinguishable names, not only found on bookshelves) so that it is possible to follow it.

I take it you are continuing developing this project, so suggestions are not unwelcome. So here's another one.
Threat system in Sunken City is all cool, but without any polish. In my opinion it really is of inferior standard compared to virtually all other aspects of the map. Given the fact how much time the player actually spends bashing creeps it could really use some improvement. Presently all enemies (non-boss) seem to be equally dumb and equally blind. Except for maybe fel ravagers which are all extremely crafty for some reason (any encounter with these is 2x harder and not just because of mana burn).
Instead you could make it so that different enemies behave differently: maybe leave wild life as it is, but alter the behaviour of intelligent races in some way. Every human seems to always fight until their death without blinking. That really is lame. Maybe make some of them try to escape if in mortal danger (player poses mortal danger, usually) or maybe they should call for reinforcements? Intelligent nagas (spellcasters, myrmidons) could attempt to swim away. Not every encounter needs mechanisms like that, but just a few would improve overall impression of the system a lot.

Lastly, I think you did a great job in engaging with player community and keeping this forum thread alive. I recognise how challenging it may be to deal with people trying to spoil or argue on online forum. There are no spoiler posts in this thread but if one reads through all 60 pages of it, one will get a pretty damn good idea of which things go where. This seems kind of fair. Good job on that too.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Thanks for your comment. Yes, your brother found an extremly rare exploit that I knew of, but I left it in to see if someone will ever found it. Well, it happend after a couple of years. :D

Now that it happened, I will fix it in the next version. By the way, if you are interested, you can always join our Garena Group and play with us. More info in my signature.
 
Level 4
Joined
Jan 8, 2014
Messages
84
Thanks for your comment. Yes, your brother found an extremly rare exploit that I knew of, but I left it in to see if someone will ever found it. Well, it happend after a couple of years. :D

Now that it happened, I will fix it in the next version. By the way, if you are interested, you can always join our Garena Group and play with us. More info in my signature.

hey... do you have a clan or a Wc3 group who always play this because i nerver found it on TFT to play it with others so i tried always alone Sunkencitie and now at last i came with my blood elf paladin to the q "a new path " or somthing like that the problem is i can activate the other footblocks but not that one where i need to stay in an circle of power to open a roll wall :( so i used the darkspear item to summone spear trolls but it didnt work and the i used the Healing ward and this option failed to :( so i tried the cheat synergy :D yeah i know stupid cheat but no one want to play it on TFT :( and then you also blocked this cheat XD oh come on. sigh its ok. but can i join your group to play with others this cool map :)? :grin:
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
hey... do you have a clan or a Wc3 group who always play this because i nerver found it on TFT to play it with others so i tried always alone Sunkencitie and now at last i came with my blood elf paladin to the q "a new path " or somthing like that the problem is i can activate the other footblocks but not that one where i need to stay in an circle of power to open a roll wall :( so i used the darkspear item to summone spear trolls but it didnt work and the i used the Healing ward and this option failed to :( so i tried the cheat synergy :D yeah i know stupid cheat but no one want to play it on TFT :( and then you also blocked this cheat XD oh come on. sigh its ok. but can i join your group to play with others this cool map :)? :grin:

I will make these switches press-able in v.1.7.2. You can join our Garena Group and play with us. ID: 171304
 
Level 1
Joined
Jan 8, 2014
Messages
2
Hi, I'm just wondering, where does everyone play? I'm on Euro, but not many people play. I want to play with few guys that are willing to do entire walk throughs. Thanks :)
 
Level 5
Joined
Jan 17, 2011
Messages
161
I am stuck at "Path is clear quest"...is it possible to activate the last switch if i play alone? Any hint? Thanks in advance. Btw - nice rework
 
Level 6
Joined
Dec 27, 2013
Messages
261
Hey nice map! I do like the things that i tried BTW there's a bug that when i planted the explosives and detonate it the quest updated saying that i defeated the leader of demons. but i have garena so like to play online BTW my account name is wc3killers.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I have been playing this game alone for almost a year, so I just thought that I should play with friends.

And also, does the Garena ID/Code work with any server? I'm from SEA.

171304. Gotta remember that.

The Garena Group works with any server. However, entering specific groups requires a switch of region which is not that hard :p
 
Level 4
Joined
Apr 27, 2011
Messages
88
Hi, Spacorc!
After some time I decided to try new version of Sunken City.
O...M...G...
You've done a great job of constant terrain changing and adding puzzles!!!
And again I can't sleep until I'll solve them all.
I was lucky to find the way to obtain Temple Tablet many versions ago. Still one of the hardest quests to guess how to do it in whole wc3 RPG maps. Great and epic. Your different types of "hints" on the map about how to do it made me go throw the map from the start till the end for many times (I even remember the cheating way to reach the Hammer of Five Dragonflights using illusion artifact and teleporter:ogre_hurrhurr:).
But now I faced the nightmare called Zerrash...:vw_wtf: I remember that there was some item with Zerrash story (sometimes could be obtained in the room that requires warden's key). For the first time I thought that the Moon Guard's weapon to beat him is a Moon Scepter (obtained from Aszune, due to item's descreption) but was unable to find out how to use it.
And today I suddenly found how to solve this part of puzzle without Moon Scepter.
Tell me please - to find the next item (won't spoiler it's name for others) you have to "dig" in the marked place with some special item or something like revealing it because it is invisible? I properly came to the place that was marked and don't know what to do further. My next idea is to use the compass (but I'll try it tomorrow). And is it said anywhere for what purpose does this marked-on-the-map item is needed?
Thank you VERY much for your interesting map.:thumbs_up:
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Tell me please - to find the next item (won't spoiler it's name for others) you have to "dig" in the marked place with some special item or something like revealing it because it is invisible? I properly came to the place that was marked and don't know what to do further. My next idea is to use the compass (but I'll try it tomorrow). And is it said anywhere for what purpose does this marked-on-the-map item is needed?

Once you reach the designated spot, be very observant and keep looking. The marked place is not invisible, nor does it requires something special. It's just well hidden. Look better!

Haha, I play it myself, it's fun! Great map spasorc!

Thanks, glad you like it! ^^

WHY IN HECK THAT YOU KICKED ME FROM THE GARENA GROUP!!! I HAVEN"T PLAYED WITH SOMEONE ON THIS MAP!!! Why for pete sakes why?

BTW my account name is wc3killers again.

Please do not use full caps in here. Everyone who stays inactive in the group and does not communicate gets kicked. Be active, say stuff in there and you won't be kicked.
 
Level 4
Joined
Apr 27, 2011
Messages
88
Once you reach the designated spot, be very observant and keep looking. The marked place is not invisible, nor does it requires something special. It's just well hidden. Look better!

Thank you, man! For sure I'll try!
By the way - were the Dragon Aspects removed? I remember that two of the were obtainable (green and bronze).

I can wait for version 2.0.0 - for sure it would be something special:goblin_yeah:
 
Level 9
Joined
Nov 24, 2013
Messages
529
I love your new verision, but the new Troll(agi) guy is way overpowered. With the normal passive that grants you damage and the Jab skill make it deal tons of dmg. Either remove 1 of 2 skills or make the Jab cost mana with trigger.
 
Level 1
Joined
Mar 3, 2014
Messages
4
Hi.. Could you PM me the password at Master's Chamber? I've tried several password but still couldn't make it...

And please tell me how to open the portal to get king's blood.. Stuck over there already...
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hi.. Could you PM me the password at Master's Chamber? I've tried several password but still couldn't make it...

I did not make a password so I can go around and tell it to people. If I just tell it to anyone that asks me, why have a password in the first place? Do some research and playing, giving up is always easy.

And please tell me how to open the portal to get king's blood.. Stuck over there already...

You don't need portal for King's Blood..
 
Level 14
Joined
Jun 27, 2008
Messages
1,325
To be honest i never found any of those tablets which are (as far as i know) supposed to give hints to the password, and i played the map several times... Was i just very unlucky, or is my assumption wrong that they should drop from normal creeps?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
To be honest i never found any of those tablets which are (as far as i know) supposed to give hints to the password, and i played the map several times... Was i just very unlucky, or is my assumption wrong that they should drop from normal creeps?

The tablets you speak off no longer exist. You must have played a long time ago. :)
 
Level 6
Joined
Apr 23, 2011
Messages
182
Hi i really like your map. But for me its feels like it needs some AI in the heroes side for helping them. Or if a player wants to play solo like me. For example my brother can play few hours a weak and I already play some others games with my friends t.t

Soo if you want i can help you creating an AI - bot or what ever you want to call it. It could be really usefull and a bit simir to humans players.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Congratulations spasorc on all the hard work and your map's approval. Great job on this, keep it on top!

Thanks. :)

Holy shit the new spell for creeps is game breaking in singleplayer.

Please remove it when in solo

Also isn't the necromancers Reanimate suppose to have an instant heal of 300ish, or is that just the over time?

So, the Necromancer's Reanimate does not perform its instant heal? Weird, I'll look into it. If it's correct, I'll hotfix this.

EDIT: Also, you should know I do not design the map for singeplayer, it's meant to be about teamplay and teamwork. However, I'll see if this one should be changed or not.
 
Level 25
Joined
Feb 9, 2009
Messages
1,800
So, the Necromancer's Reanimate does not perform its instant heal? Weird, I'll look into it. If it's correct, I'll hotfix this.

EDIT: Also, you should know I do not design the map for singeplayer, it's meant to be about teamplay and teamwork. However, I'll see if this one should be changed or not.

Thank you!

Everyone that's joined on battle net takes two seconds to ponder it then leaves.
Hell I got one person who actually seemed interested, he picked warrior I picked easy mode to accommodate him and when he died the second time he just left. So I'm always looking for a chance to try out a team game on this wonderful map.

I absolutely love the hard work that goes into this map, the Necromancer class makes me happier than a pig in poop.
But then I get killed twice in a row from one scripted spell that instantly teleports me to a group of nasty spotted prancers with ensnare, poly morph, and frost shield I want to stop playing instantly.

I don't mock the spell at all, in a multi-player scenario it keeps ranged units on their toes and creates a risk for all players.
In single-player it just seems overpowered and has zero counter play.(I cannot auto attack, I can't do diddly with fear I'll get instant gibbed.)

Sorry to throw a book at you to read, but I really enjoy your map and this left a bad taste in my mouth.


EDIT:
thought I could throw some necromancer spell glyph ideas out there...

Extract Life glyphs:

- [Glyph 1] Maybe an increased damage from the necromancer and his cronies.
- [Glyph 2] Sap mana as well as health over the duration? (50% of the damage as mana steal)
- [Glyph 3]Units that die before the duration ends create a skeleton?

and for Reanimation:

- [Glyph 1] makes the targeted ally gain the heal dot from Extract Life, if the Necromancer has Glyph 1 from Extract life, make the target of reanimation deal increased damage to the target of Extract life.
- [Glyph 2] Flat mana restore as well as the base heal.
- [Glyph 3] Allies that kill units while under this buff create the necromancers cronies.
 
Level 1
Joined
Mar 14, 2014
Messages
1
Thanks for

Hi, I played your map many times and made it solo too after completing it with my brothers on easy, normal and hard mode ^^. I must say I was exited about all you did in the map (my brothers too). I don't realy play w3 but after the weekend I played your map, I can't get my fingers from it!

I tried to do some maps with the world editor. I learn fast and read many tutorials for editors but some things I just couldn't get to work as I wished. No doubt I'm still an amateur(trying it 2 days)...The most anoying was I can't do my abilities to work as the one in you map does. I want them to profit from stats, like pyroblast does damage + 110% of Inteligencen or the cooldown is automaticaly reseted with a 12%chance + 15% of inteligence. I'm just realy that unskilled, is it that hard or do I need a special editor for it(have the one wich was in the game pack)?

But back to your map. Great job must say to you and everyone who helped. You just made my day and devastated the day of my brother as he wanted to take the "tome of experience" with everything he tried and losed 12 lives :D. Everything perfect but i would maybe give the bosses a realy good HP-regen. It was like a dungeon in WOW but the bosses leaves you after you run and you can go fill your mana and everything else to the regeneration stone. I know it's for the weak ones, but if money would hang donw on trees wouldn't you take it ? - they would have no sense. And the bosses are programed so they leave you after some time you run - so you could give them a good HP regen so when you go fill yourself you come and he has 1/3 hp back :)(including ragnaros, after he smashed us with the AOE dmg he stayed on his place and then we just waited until heal had enough mana. The mana regen is then not needed after all in this map, but maybe i just bug everywhere I can :p ).
Anyway a system can be perfect but people always find a way to sail around the main street.So is the human character.

PS: I apologize for my gramatic. English is not my motherlanguage.
 
Level 1
Joined
Mar 18, 2014
Messages
6
Some questions

I'm playing version 1.7.4 and have a few questions:
- I opened a chest and found "Broxigar's Enchanted Axe", it's a orange item. It has no bonus stats, I don't know if it's related to a quest or just a joke.
- Master chamber left door says something about Dragon Aspect, I remember in older version, it said that only its master can open the door. So I wonder if normal users can open that door or not...
- Zerash and Hadeis - The lost tuskar, I wonder what to do with these 2 guys... are they related? Are there any places in the game that provide hints about them? I play from 1.6.0 or so until now but cannot figure out what to do with em.
- Keg of Ale, I know that items with unique appearances have some special use, but cannot figure out what to do with this, I usually sell it at the end... Is it related to a quest, Zerash and Hadeis?
 
Level 2
Joined
Mar 23, 2014
Messages
5
Hey SpasMaster, a few things i wanted to say:

1. Dunno if it's a bug but Sapper's Napalm works only if you have vision on attacked enemy; if you attack it while you have no vision then you deal only dmg from spell, Napalm doesn't trigger. Same happens with Mage's Ring of Frost - it doesn't stun and deal damage while there's no vision on enemy while casting spell.

2. Some tooltips miss spell's cooldown while others have them included (i mean the tooltips while leveling spell).

3. Random events like infernal smashing my face from the sky - would be nice if they happened much more frequently. Also how about new random event: a group of invisible assassins tailing your team and attacking while collide/get close enough or when you are low on hp?

4. Insane difficulty should also provide the option to choose amount of lives (there are so many bonus lives scattered around the map now; even too many i would say).

5. This is more of a question regarding passives of some items:
- i understand that "auto-attacks" means that it triggers only on auto-attacks
- "give xx% chance to damage" from my observation it triggers on all damage dealt from auto-attacks, spells, buffs, dots and items like one shooting bolt every 1s (does it also proc on similar effects? I mean damage triggered by this passive from one item triggers similar from other item?)
- "xx% chance on attack" now here I have NO idea where does it trigger; it seems to happen on auto-attacks but what about spells?

6. I might be wrong since I nearly always listen to some music on my pc while playing but I remember that during my first completion with a friend of your map (it was around 0.8 release; definitely pre 1.0) there was a really kickass hard rock/metal-like music while fighting the zombie lord (don't remember his name; big fat abomination that summons zombies). Now there's no such music while fighting him. Was that a feature you removed later (if yes then pls return it; the fight was really badass to this music; if no then could you think of some special music for bossfights - something fast, dynamic)?

7. How about switching Standing Stone's healing to work only while out of combat? The 3% hp every second is really strong if you place yourself properly that you get healing and your enemy doesn't. Also there's nothing more irritating when a monster with 12000 hp decides to fight you while standing near the Stone.

8. I'm pretty sure there were people who begged you for this: arena/pvp system. But since it is team dependant map it might not suite with its gameplay but this map is so well made and detailed that something allowing you to fight, even if for once, would be really entertaining and surprising. Personally my first thought was about some gladiator's arena-like place where in order to get a special weapon you have to be the last standing from your team; however from the start it's a trap that waits till one of teammates gets too low so a boss appears.

Overall probably the most enjoyable wc3 map so far; I've been playing it from around 0.8 release till now and I still enjoy it. Funny how during my first few completions of the map I unconsciously got the Tabled of Life into my equipement while now I can't no matter how much I search for it. The way map developed over this time is really remarkable. Really good work!
 
Level 2
Joined
Jul 22, 2012
Messages
25
Good

My brother and me follow this map from the v1.1 and is very great, but we no play from the 6.4 to now and we see that is really hard now in normal even (we played in hard before)... is almost impossible finish with a group in 1 time, the most of time we need recall and recover hp and mana.. Is great that the map be hard, but touch the insane, and i think that even in easy was a little dificult.

Salu2! .
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Dunno if it's a bug but Sapper's Napalm works only if you have vision on attacked enemy; if you attack it while you have no vision then you deal only dmg from spell, Napalm doesn't trigger. Same happens with Mage's Ring of Frost - it doesn't stun and deal damage while there's no vision on enemy while casting spell.

Intentional. :)

Some tooltips miss spell's cooldown while others have them included (i mean the tooltips while leveling spell).

All tooltips have their cooldown. The problem is that warcraft 3 cuts off tooltips in certain resolutions. Try changing them a bit and it will be fine. :)

Insane difficulty should also provide the option to choose amount of lives (there are so many bonus lives scattered around the map now; even too many i would say).

The main reason why Insane is "insane" is because you have so little lives.

"give xx% chance to damage" from my observation it triggers on all damage dealt from auto-attacks, spells, buffs, dots and items like one shooting bolt every 1s (does it also proc on similar effects? I mean damage triggered by this passive from one item triggers similar from other item?)

I need you to tell me the specific item. But if something says it procs on "attacks" it procs on auto-attacks only.

I might be wrong since I nearly always listen to some music on my pc while playing but I remember that during my first completion with a friend of your map (it was around 0.8 release; definitely pre 1.0) there was a really kickass hard rock/metal-like music while fighting the zombie lord (don't remember his name; big fat abomination that summons zombies). Now there's no such music while fighting him. Was that a feature you removed later (if yes then pls return it;

The map never had such custom music. I think you are mistaking it with something else.

there's nothing more irritating when a monster with 12000 hp decides to fight you while standing near the Stone.

It's your job to keep creeps away from the stone. If you fail, it's your fault :p

I'm pretty sure there were people who begged you for this: arena/pvp system.

Not happening. :p

Overall probably the most enjoyable wc3 map so far; I've been playing it from around 0.8 release till now and I still enjoy it.

Glad to hear that! Thanks for your comment! ^^
If interested you can join our Garena Group and play with us!
 
Level 2
Joined
Mar 23, 2014
Messages
5
Intentional. :)

I'm guessing it's so people wouldn't spam their aoe spells on monsters while standing unharmed? But it wouldn't make sense since other aoe damaging spells deal base damage (only exceptions are those two i mentioned).

All tooltips have their cooldown. The problem is that warcraft 3 cuts off tooltips in certain resolutions. Try changing them a bit and it will be fine. :)

Well I'm playing in 1600x900 so it kinda explains why big blocks of text aren't finished there;P

The main reason why Insane is "insane" is because you have so little lives.

Man I think you are missing the point. I'm not asking for more lives. I'm asking for being able to choose only 1 life in "insane" mode;P Believe it or not but I have been playing Wc3 for around 6 years now, mostly doing rpg/survival maps so I'm asking for more of a challenge.

Secondly I think you didn't read my sentence to the end before. I said that there are far TOO MANY lives on the map now. There shouldn't be so many lives in this map or I think a good option would be to NOT share gained lives through gameplay - the one who triggers reciving 1 life should be the one gaining it.

Finally so that you would understand why am I so presistent to making this map harder:

1. with a friend I've completed this map:

- on HELL mode as inteligence hero + agility hero around 3 times without dying even once and 1 time with both of us loosing 1 life (it was our first run so we took 5 lives instead of 1 like we used to; also there was a bug with golems in library that blocked our movement after golem use so we used the golem boss to kill us);

- again on HELL (again 1 life) 2 times as strength hero + inteligence hero without dying even once

- we started 1 game on insane as agility hero + strength hero but stopped it halfway because of Wc3 crash; the 5 lives on the start were kinda disappointing, we thought we would have better challenge than on hell with 1 life; also note that we've never used those op fulborgs so far that right now you can buy at the start.

2. while playing in single player:

- I've done this map around 10 times with different heroes on hell with 1 life and a few times on insane (when it came out). I've also done this map around 2 times without the grunt that join you at the start, however I died a few times till I got used to early lvls alone.

I need you to tell me the specific item. But if something says it procs on "attacks" it procs on auto-attacks only.

I'd like to know what procs the xx% chance effect:
- Burning Sword
- Ring of Oblivion
- Mechanical Kogwheel Mace
- Great Crown of Kalisea
- Vigilance
- Sulfuras (the legendary strength item)

The map never had such custom music. I think you are mistaking it with something else.

Then I guess I got some kickass music back then;D But still pls think about adding some to make gameplay more rich.

It's your job to keep creeps away from the stone. If you fail, it's your fault :p

Ye I know that;D But still on the other hand while you stay in healing aura and the creep don't it gives you tremendous advantage in clearing monsters.

Not happening. :p

That's a pity;/

Well sorry about another block of text but maybe I don't have the ability to say something using a small amount of words:(

Also I've decided with my friend to start over again the agility hero + strength hero on insane soon. If we send you a replay of our game without deaths while on insane would you like to make this map even harder? ;PPP
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Oh something i wanted to ask long ago about item stats:
Why are some stats denoted as: "+20 Damage" and some are like "Equip: +20 Damage" (even in a different color iirc)?

There is just one such item, Behandir which says:
"Equip: Grants 20% bonus attack speed."

It's done to "explain" that the 20% attack speed is bonus, and not just one of the core stats. But it's only done with that specific item. ^_^
 
Level 2
Joined
Mar 23, 2014
Messages
5
I nearly forgot! Hotkeys for Riptide and Shadow Weave (no idea if its spelled like that) don't work. Is it map bug or Wc3 problem? Do you know how to fix it?
 
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