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

Sunken City v2.5.1c

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


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

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

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

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 2
Joined
Jul 22, 2012
Messages
25
Hi TxH. first of all, skill "blizzard" dont return mana when the enemy is frozen. Its double the chance that you take return mana when you hit the frozen enemy, how can you confuse when the tooltip of skill has said so clearly?.
About "frozen crystal" skill, i think dont need to make it return mana x2 or x3 now, if that happens it will so imba. just need a little up from 3/5/7/9 to 4/6/8/10. All you need is just increase your attack speed and the item what ever its name increase your attack speed by 40% and 10 damg that usually drop from hydra will take care all of thing you need. at lvl 10 i spam blizzard and deepfreeze continuous and my mana never drop below 200 (i have about 900 mana)
And i dont think that its impossible to play 2 palyer in hard? i play with my friend, we have two player and still finish insane mode in 4-5 hours and even lesser when i play some hero have summon skill like warlock or necromancer.
If you feel so hard to play you should buy 2 bear in shop-1 tank and 1 healer and buy some potions that last 10 minutes that increase damg, lifesteal and armor...

First skill is Frost Bolt, follow the order men. and the help said that return aprox
the 30% of mana that use this skill if the enemy is frozen and don't do this.
The second skill Frozen Crystal i don't think that like a tank you need lost a slot to a skill will can be useful.
If you think so you are a bad tank in your team men and the item that you mentioned is very rare to drop.
You will have a AMAZING lucky to the frozzen happen 9/10 times and the effect happen.
Additional i play today upgrading the frozen crytal and with the item behanior (i don't remember the exact name)
that give 20% of atkspeed and i haven't mana after two comboskills of frozen bolt and blizzard.....
Other tanks have infinite skills if compare with Revenant.

And if be truth that you finish the map in 4-5hours be 2 players in insane, post a image and
$M will have more work to do because this can't happen in his idea of map.
 
Last edited:
Level 1
Joined
May 20, 2014
Messages
5
the first skill i still see that mana can return normal, you should check again for sure.
And i dont understand what you said about 30% of mana that use by skill? its have 30% return mana by 3/5/7/9 when attack frozen enemy, not return 30% mana have used by skill. The item provide 40% as not that rare, you may try in hell or insane mode next time, i can get it 3/5 time i play.
when play Revenant i purchase Thor mail, Vjolndir, shield of death, a shied that reduce damg taken by 11, rage plate. the glyph i take mana shield, damgpening and spike armor. esc point i put all in armor and i see that i can tank anything, i dont think that i am a bad tank, you may contact me as garena nick :Master_0f_War to see how i tank.
p/s: about the image, pls wait few day or few week cause we are in middle of an important exam
 
Last edited:
Level 2
Joined
Feb 4, 2013
Messages
32
From what I can tell the save system does not save progression.(can't check it out yet)Here's what you could do to make it work:


Instead of saving each hero you save the whole party.

-Only player one can save.
-Each -load will put you to the last checkpoint without the possibility of going back.


I don't know if it's possible but I would really like to see this. I know the code would be long but you can make it like other maps where it's put into your w3 folder. Games last long and many times someone has to leave. Warcraft 3 save is slow and many times people drop. This way you could have 5 friend and have 15(or more) different games saved in every combination. So even if X Y or Z is offline you could still find a game to play.

what do you think? is it possible?

Dude, that's not the purpose of the SL system, you should use original war3 SL for your intends. Besides, how do you think it's possible to have 2 other guys have the same game progress with dfferent type of heros..
 
Level 2
Joined
Feb 4, 2013
Messages
32
And if be truth that you finish the map in 4-5hours be 2 players in insane, post a image and
$M will have more work to do because this can't happen in his idea of map.[/QUOTE]

Believe me , it s not that hard. :ogre_datass:
 
Level 6
Joined
Mar 18, 2011
Messages
103
I beg you, add mode which allows you to play WITHOUT limit of Lives. Personally I started to HATE this map and I wont ever play it again only because of the Lives limit.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
I beg you, add mode which allows you to play WITHOUT limit of Lives. Personally I started to HATE this map and I wont ever play it again only because of the Lives limit.

20 lives should be more than enough unless you are either screwing up badly or you are struggling in solo which is a mode the game isn't designed for. If you need people to play with, you can always join our Garena group where you can find buddies.

Either way, unlimited lives are not a thing I will do. This will eventually make the map "unfailable" and easier in a way, which just won't happen.
 
Level 6
Joined
Mar 18, 2011
Messages
103
The fact that it has difficulty levels is more than enough to make it harder if you will so. And what I want to say is that you add an EXTRA mod which allows you to play with no limit of deaths. Oh, and well I say all this because I like to play support and I love teamplay; I chose the siren healer hero which is a.. well MELEE HEALER :DDD
So, please. Take my opinion seriously :D
 
Level 2
Joined
Feb 4, 2013
Messages
32
I beg you, add mode which allows you to play WITHOUT limit of Lives. Personally I started to HATE this map and I wont ever play it again only because of the Lives limit.

You have to forget about begging... Buy yourself a dagger and try something like kidnapping. I think that may help.:ogre_hurrhurr:
 
Level 3
Joined
Nov 25, 2012
Messages
45
I agree with that guy about the ability to Revenant, the skill itself doesn't look powerful enough, 15% for 3 mana at level 1 is pathetic. Then i realized it could proc from others skills, and was... nice, but it's still really underpowered, because the CD on revenant are really high to make it worth, unlike any bigger mana hungry STR hero.

I would suggest to swap the ability of the Armor Passive with the mana regain, or increase the amount of mana gained/reduce CD and damage to their abilities.

And the Naga Siren is the best Hero right now, if you are going to make more heroes, make them be fun as she please <3.
 
Level 3
Joined
Mar 23, 2010
Messages
45
Lol nevermind that. The map is perfect. Here's how it went.
I was too confident and i overlooked 1/4th of the map where i should have went first and gotten my legendary str weapon. But it turns out that i went into the hard area head on lol ... but I did get the hammer, including the legendary staff and bow, but only AFTER i killed the last boss. Wish i could wield all of them at once, or at least the str and agility legendaries.
Man i was disappointed i couldn't do something more to test out my character limits. Had almost 6k hp, dps 2k+ ish. about 4k gold. Are there any plan of u extending the map somehow, maybe and extra map with more bosses and enemies or something? :D
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Lol nevermind that. The map is perfect. Here's how it went.
I was too confident and i overlooked 1/4th of the map where i should have went first and gotten my legendary str weapon. But it turns out that i went into the hard area head on lol ... but I did get the hammer, including the legendary staff and bow, but only AFTER i killed the last boss. Wish i could wield all of them at once, or at least the str and agility legendaries.
Man i was disappointed i couldn't do something more to test out my character limits. Had almost 6k hp, dps 2k+ ish. about 4k gold. Are there any plan of u extending the map somehow, maybe and extra map with more bosses and enemies or something? :D

You can always try higher difficulties or join our Garena group and play with us daily :p
 
Level 1
Joined
May 20, 2014
Messages
5
hey spasorc. About the warlock, his golem dont get buff from esc stats point. its intend or not? cause i see in the tooltips of skill that it gets benefit from esc stats points
 
You seem to have accidentally changed the hotkey for stop to P.

Edit: to be clear, I have a few minor gripes about this map, which when added up, make a very terrible experience for myself. I find this game so frustrating to play that I may never play it again. The stop hotkey, the sliding camera, the unintuitive gold per minute system, the annoying "we should check these crates" repetition, the overly verbose tooltips, the list goes on.
 
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Level 2
Joined
Apr 13, 2014
Messages
5
The fact that it has difficulty levels is more than enough to make it harder if you will so. And what I want to say is that you add an EXTRA mod which allows you to play with no limit of deaths. Oh, and well I say all this because I like to play support and I love teamplay; I chose the siren healer hero which is a.. well MELEE HEALER :DDD
So, please. Take my opinion seriously :D


Hello fostaa - I disagree. The challenge is lost without meaningful deaths. Infinite lives ruin the challenge of the game (even if only available on easy). All the secrets would be ruined, the traps would no longer be challenging, and we wouldn't need to cooperate in order to finish it. I really like this map because it makes me collect players and find ways to tackle challenges.

I like the new Naga Siren too - My favorite spell is water bolt because it resets the cooldown if the range is over 450 units from target. Sometimes she's just too squishy tho.

Easy mode is REALLY easy w/ 3 - Limiting lives makes death meaningful, and keeps it challenging. I think each difficulty level should get 4 less lives or something. 20 easy, 16 normal, 12 hard, 8 hell, 4 insane... but I need as many lives as I can get on hell -- new version is considerably harder than 1.7.9.

In the meantime - I'm giving the map a 5/5 because:
  • It's the dota darksouls diablo challenge... easysolo or 3p-hell.
  • Its astonishingly detailed and you experience new challenges every time w/ A powerful Item shop, glyphs, stat points and summons to help the hero fit your playstyle.
  • More hours of entertainment with your buddies than you are fit to handle.
  • Can save/load multiplayer sessions within WC3.
  • You can -save/-load stats and few rare items (marked as savable) that you keep across your sunken city experiences
 
Level 1
Joined
May 20, 2014
Messages
5
And the shaman, if you increase water shield at lvl 1 then use it you will have his third skill without spend any skill point cause his class item make his third skill reset when using water shield. Can this fixable?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Cokemonkey, you give a feedback that is anything but constructive and you seem to downrate one of the top maps of THW because of "minor" issues as you said yourself. I'd respect anyone's opinion and it's perfectly okay not to like a specific map, but to go and downrate it for such ridiculous reasons is stupid and is an act of how to say it... "douchebaging".

The stop hotkey.
This is something that was changed in the early development stages of the map years ago by a friend of mine. I have tried to change it in the past but I couldn't do it unfortunately. I appologise for this issue and I will keep trying to fix it. (Surely a hotkey is a reason to rate a map 2/5. #ConstructiveFeedback)

the sliding camera
It's a feature liked almost by everyone who played this map. And trust me, I've played this with tons of people. But, hold on! A sliding camera would make me go and rate all maps that have it with 2/5, no matter the gameplay, story and effort invested in them!

the unintuitive gold per minute system
Soooo... all maps should have the same gold per minute system? All maps should be the same in that regard? Does it really bug you that much that you don't know the exact time it takes to gain 1 gold? Geez. 2/5. #ConstructiveFeedback.

the annoying "we should check these crates" repetition
Horrible, right? 2/5.

the overly verbose tooltips
What the hell..?
_______________________

To sum it up: I see you have some issue with the map which is unknown to me. You can rate it however you want - you are free to do so, I don't really care about that, I don't take ridiculous feedbacks and troll ratings seriously at all. What I care about is that there are people such as you who because of
few minor gripes
downrate a 4 year old map that is constantly worked on and is a passion project. Don't like it - fine, but don't just go and pour s**t on others hard work because that is just lame.
 
Level 3
Joined
Nov 25, 2012
Messages
45
You seem to have accidentally changed the hotkey for stop to P.

Edit: to be clear, I have a few minor gripes about this map, which when added up, make a very terrible experience for myself. I find this game so frustrating to play that I may never play it again. The stop hotkey, the sliding camera, the unintuitive gold per minute system, the annoying "we should check these crates" repetition, the overly verbose tooltips, the list goes on.

Sounds like you are jelly and 99% things you said are bullshit. Please don't play this map again, you are annoyed just by the fact you die like the worthless piece of Justin Bieber you are. Close the door. :ogre_kawaii:
 
Level 4
Joined
Dec 16, 2003
Messages
75
i gotta say i agree with having lives is a bad idea, just make it so the mobs regen full hp as soon as they are out of combat.

Im looking forward to playing the map when its been made harder, was just to easy on hell with 3 players.
 
Level 5
Joined
Jun 23, 2013
Messages
151
Guys, I found a book named "The Eternal Prisoner" in-game. What is that for? Or maybe it's a hint for the future update? :p
 
Level 1
Joined
Jun 19, 2014
Messages
1
Hi there, awesome map, but i have a problem i would like to know how to fix. Every damn book ends after 4-5 lines of text, it doesnt seem they were made that way and it's really annoying cause they might give hints for hidden treasures and other stuffs and i just cant see it. It's a common bug or me and my friends are having an unique problem? And how can i fix it?
 

sentrywiz

S

sentrywiz

The save / load system doesn't work for us. I write "-save" "/save" anything but it doesn't work for us. And we just spent like 3 hours playing and we gotta start all over again because there is no save?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
The save / load system doesn't work for us. I write "-save" "/save" anything but it doesn't work for us. And we just spent like 3 hours playing and we gotta start all over again because there is no save?

Ok, where to start...
1.) First of all the changelog of version 1.8.2 (which I am sure you've read before coming here) clearly says that the save/load is disabled in this version.
2.) Second of all, do you know how Sunken City's save/load used to work? It was saving the times you've killed bosses in a table and it saved specific saveable items. Who ever said it was saving progress? Who ever said save/load saves your hero and the place you are at?
3.) If you want to save your game and continue another time use the regular warcraft save system that has been working for this map since four years and everyone has been using. Wait. It has been working since the release of warcraft dammit.

Please don't make such "complaint" comments when you have zero knowledge on what you are even talking about.
 

sentrywiz

S

sentrywiz

Ok, where to start...
1.) First of all the changelog of version 1.8.2 (which I am sure you've read before coming here) clearly says that the save/load is disabled in this version.
2.) Second of all, do you know how Sunken City's save/load used to work? It was saving the times you've killed bosses in a table and it saved specific saveable items. Who ever said it was saving progress? Who ever said save/load saves your hero and the place you are at?
3.) If you want to save your game and continue another time use the regular warcraft save system that has been working for this map since four years and everyone has been using. Wait. It has been working since the release of warcraft dammit.

Please don't make such "complaint" comments when you have zero knowledge on what you are even talking about.

1. That's my fault didn't check that.

2. If you are gonna claim a map has a save/load, its CLEARLY not supposed to be the original save/load from warcraft. That's not a feature you created or imported. Save/load includes codes that save inventory, progress or takes statistics of how far you got. And btw, you said the save/load is saving progress. You said that in your map.

Currently you are offering that by saying the map has a save/load but you simply LIE and hide that information behind a stupid change log. This should be in the MAIN SECTION, because this is the latest map release and I have to write in the comments because the map lied to me by saying there is a save by typing commands.

You shouldn't just remove that from the thread. You should update this in-game so that I wouldn't try over and over again. If you can't make a save/load system, then don't bloody claim the map has one.

3. Again, you should TELL PEOPLE both here and in-game that they should save and load using warcraft, not the system you claim there is but is disabled.

Please don't lie to people that your map has systems that it doesn't. That's called fake advertisement.

EDIT:

Your map is fun. Really fun. The dungeon is fun to explore and the enemies are great in numbers and uniqueness.
There are grammar errors in many places and the lives system sucks. Overall I give your map a 5/5 but because
you acted like a jerk, telling me that I should know everything and that I shouldn't complain because I have zero
knowledge AND because you don't take your time to inform new players that THERE IS NO SAVE / LOAD SYSTEM
even though you claim there is in your main thread, I'm rating 3/5. Screw your attitude.
 
Last edited by a moderator:

SpasMaster

Hosted Project: SC
Level 24
Joined
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Messages
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@sentrywiz: You don't understand what's going on here. Let's establish couple of things:

There are two saving processes when it comes to Warcraft.
1.) Regular save system provided by warcraft 3. We'll call it wc3 save.
2.) Triggered save/load system with codes. We'll call it save/load.

Ok, so: in your first comment,
The save / load system doesn't work for us. I write "-save" "/save" anything but it doesn't work for us. And we just spent like 3 hours playing and we gotta start all over again because there is no save?
Your problem above is that you cannot continue playing the map because there is no save/load. Wait, what? save/load was introduced several versions ago in Sunken City. What does it do?
• It provides an ingame multiboard that displays how many times you've killed certain bosses.
• It can save/load specific saveable items. All of those items don't give stats and are usually eye candy.
These are stuff that are all optional. Practically they are there to track stuff and to show off with shiny items. In no way they are required to continue. All of this is explained both ingame and on the map page.

186388-albums6678-picture85385.png


Where exactly did you see me "LIE". Where did you see that the save/load is saving progress? Yes, it uses a code generated by a system that saves your boss kill count. How can you NOT continue without that?

So, in version 1.8.2 the described above system was disabled, because I am experiencing issues with it. There are bugs that need time to be fixed and will probably return in next version. After seeing the changelog saying that the save/load your thoughts should be more or less: "I guess I won't be saving my boss kills this game."

How to save your progress then? The regular wc3 save was used to save your progress in Sunken City long before save/load was implemented and it will still be used after it returns.

So how do we conclude this situation. You have somehow decided that save/load system should save your heroes and progress. Dunno how you jumped to that conclusion, but you did. You also decided that you cannot continue your game without the save/load, which again, in case you missed it, is disabled due to technical issues and is optional. You also are either unfamiliar of the fact that you can simply save with wc3 save or you are ignoring it. Either way, this last paragraph can only be translated as lack of knowledge both on how save/load works (even though it's explained on multiple places) and that wc3 save IS the way to save progress. And yet you make this statement:

And we just spent like 3 hours playing and we gotta start all over again because there is no save?

Well, I am sorry but if I have to write such essays to everyone who doesn't introduce himself to how the systems work, I'd have to spend days responding. This is why my reply was:

Please don't make such "complaint" comments when you have zero knowledge on what you are even talking about.

That's a really "bad attitude" I guess. Real "acting like a jerk".
Anyways, I get frusturated when people ask questions simply because they are lazy to read. If that isn't the case with you, then I am sorry if you feel offended, I didn't mean that. I want to make people first get acquainted with a certain situation and only then speak, ask questions or w/e.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Sunken City 1.8.2
Bugs 1: Command -1 and -2 not work
Bugs 2: Command -load not work

Just in the previous comment of mine I went through this multiple times. Save/Load is disabled in this version which means the commands related to it are disabled aswell.

Bugs 3: Critical Error of join locate Dungeon 4 lvl

What?
 
Level 3
Joined
Jul 20, 2012
Messages
27
Spasorc i am very lovers you and you map. But due to the fact that disabled saving the boys played in the previous version. All will play in the previous version, as the preservation of statistics showing how much you * live * in your Sunken City. And so, in between times, can not say what is needed Dragon Essences Thank for maps! Love you!
 
Level 3
Joined
Jul 20, 2012
Messages
27
а про критическую ошибку - локация квеста с наполнением бутылки огненной жидкостью, там где двери в конце открываешь - 2 раза выкидывало из варкрафта и конец игре, соответственно.

And about a critical error - location quest filled with bottles of liquid fire, where you open the door at the end - 2 times thrown out of Warcraft and end the game, respectively.
 
Level 3
Joined
Jul 20, 2012
Messages
27
Quote

Spasorc i am very lovers you and you map. But due to the fact that disabled saving the boys played in the previous version. All will play in the previous version, as the preservation of statistics showing how much you * live * in your Sunken City. And so, in between times, can not say what is needed Dragon Essences Thank for maps! Love you!

this is question
 
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