• 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 4
Joined
Oct 24, 2012
Messages
130
great map.
You guys should create an RPG out of it.
There are way to many heroes for an rpg map. You can combine them and their skills to create heroes with more diversity in builds.

EDIT:
After playing the map some times in BN with random people.

Question:
When can we save?

The map is too long to be finished with one play. takes too much time. Something should be done for it.
 
Last edited:
Level 2
Joined
Aug 14, 2014
Messages
11
currently playing with my friends
but we completely got stuck at the password '3'
anybody has any ideas how to open it?
we complete almost the quest
only finding the lost goblins left
 
Level 1
Joined
Oct 26, 2012
Messages
8
I seem to recall something about wc3 not saving the triggers properly. For many other complex RPG/crawler styled maps I've played there are certain problems when you reload. For example some heroes with complicated skills or certain quests will mess up after you reload. Particularly VRPG.

Does anything like this happen for Sunken City?

If not horray, I can take turns. So no more 5 hours-straight runs (which tbh has been the major problem with this map for me and my friends).

Btw, nice map. I played back in the 9.x days and it nice to see how much you've changed it over the years with all that polish. Though it was still a good map back then, just I seem to remember we found too many exploits.


Diabolic scepter nerfed to oblivion... 200hp fits for this map, but it's not really worth the gold cost anymore.
 
Level 2
Joined
Sep 6, 2009
Messages
10
I'm a big fan of this map I've been playing Sunken city occasionally with friend but mostly by myself- Thanks for making it a bit more single player intuitive by the way with furbolg summons and a starter orc buddy- I was wondering if the Deathknight's model has ever been in question of being changed? Its not bad and there are only a few small issues (polymorph making weapon disappear) but seeing a Orc in Warrior S2 pvp gear , T6 Onslaught pve, doesn't say DK to me It says, well, warrior. Just a question I was wondering about. If you pay mind to me I'd be grateful! Oh yeah love the Shadow Knight Very close with the DK in terms of favorite strength, but I really wish he wasnt a lump when his skills are on CD (being a Health based caster) Maybe a bit of STR scaling love for Shadow Knight or something?
 
Level 6
Joined
Jan 26, 2012
Messages
230
tyr's wrath recipe is incomplete...what's the third item?
EDIT: after restarting the game it worked. This is a nice update!
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Are you planing on making map similar to this?

I've had a few other projects in the past, none of them were RPG and none of them managed to get completed unfortunately. Nowadays I am casually updating this, I don't think I have the will and passion to start something new from scratch. This map however - it will continue to get worked on in the forseeable future. :)
 
Level 3
Joined
Aug 6, 2014
Messages
40
Great map, up until I died, not that there's anything wrong with dying, I enjoyed the challenge offered in a lot of the encounters. Love the heroes, and the levelling system is pretty much perfect, however, instant kill trap deaths, are terrible imo. Bad design that is catastrophic for ironman playthroughs, and a very anti-climactic end. It would be cool if instant kill traps were replaced with something like damage traps. In any case, not possible to save online games(?), so well over an hour of gameplay was tragically cut short by random trap death..

Didn't even have a cool effect to let me know what happened..how unfortunate. Still a great map despite that kind of hiccup, definitely looking forward to playing again with a new hero, speaking of which, are instant kill traps like that common?(Might give myself max lives on next play.)
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Bad design that is catastrophic for ironman playthroughs, and a very anti-climactic end. It would be cool if instant kill traps were replaced with something like damage traps.

These traps can easily be spotted since they are always accompanied by skulls and braizers. Damage-only dealing trap is too forgiving. Imagine the scenario where someone gets in there and survives at 10% hp; "Lol, I failed at observation, but thankfully I am still alive." If you survive that trap once, you'll never die at it again. Ever.

In any case, not possible to save online games(?), so well over an hour of gameplay was tragically cut short by random trap death..

It is possible to save any game (online, single player, lan, you name it) via the Warcraft 3 save menu. As stated hundreds of times here in this thread - warcraft 3 save option exists since the release of Warcraft III and works perfectly with this map.

Still a great map despite that kind of hiccup, definitely looking forward to playing again with a new hero, speaking of which, are instant kill traps like that common?(Might give myself max lives on next play.)

Thanks for your comments. I'll try to improve visibility and readability of traps, but keep in mind - these traps are there to make every player be careful with each and every step he takes, to show you that there is danger everywhere, otherwise it would become too... hmm.. "safe"?

Anyways, let me know how your next game went and also, as a research for me and for yourself answer this after you finish next time: "Did you fall into the same traps again?"

hf ;)
 
Level 2
Joined
Jul 8, 2014
Messages
13
Master chamber

I played the map with my friend. We were playing it slowly so it took us about 5 hours to complete the whole map and then we stayed in the map for an hour longer just to find how to open those doors at master chamber. After searching for an hour we couldn't find anything. Can you give us some hints or tips ? Also we couldn't find Feric's key. (we were thinking that behind some doors that needed Feric's key would be the answer but we couldnt find it anywhere) and yes we know about the place where you need torch but when we get there we still dont have that Feric's key
 
Level 3
Joined
Aug 6, 2014
Messages
40
@Spasorc
Haha, yes actually, my partner died at the tome of experience. May be a result of the tome drawing the eye making you forget the surroundings, then she thought maybe you could sneak around the back and get it, only to die again.

But now that you mention the bones I suppose it's not so bad, if the props are used consistently it's less about luck . Of course I didn't see them my first death. In any case I'm enjoying this time just as much as the last, and yes I bumped up my lives to 10.

Well, I still dislike that kind of thing but I suppose it's just a preference, I understand what you were going for. Although for the sake of damage traps, the idea would be to have the trap damage your health in a spot where enemies are, making you disadvantaged. Obviously lone traps would be pointless with that system since you could just warp to a stone to heal.
I guess my outlook is simply that the punishment for something like failing at observation/pixel hunting is disproportionate, when you spend so much time doing such epic things and becoming so indestructible, only to simply fall over and die because you walked by a brazier. Anyway, your mod, your rules, maybe I was just a bit butthurt over failing.

Still a brilliant mod, as for the saving, I haven't read the whole thread yet as it is quite long. But saving for me doesn't work, which is why I stated as such, I was able to save once at the earliest point of the game, after which the save/load buttons are greyed out and unclickable.

Edit: Well, turns out you can only save once per play session, which is rather silly, unfortunately that means my second game was cut short. Had some things to do and me and my Lan partner left our heroes in the orc encampment near the healing stone, when we got back infernal had taken them out.. Hahaha, so much bad luck..Well, to be honest the party composition wasn't great.
Speaking of which, a suggestion, it would be rather cool to be able to make a party composed of heroes with the same main attribute, even if possible ineffective or unbalanced. Re-playability would definitely benefit.
 
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Level 17
Joined
Sep 24, 2009
Messages
1,590
I've had a few other projects in the past, none of them were RPG and none of them managed to get completed unfortunately. Nowadays I am casually updating this, I don't think I have the will and passion to start something new from scratch. This map however - it will continue to get worked on in the forseeable future. :)

It is sad to hear that, but I see you have invested a lot of time into this map, so it is understandable, but can we expect to see some new heroes? At least 6 more to fill those circles? And please, I beg you, change those WoW rip-offs whit something else, there is a lot of great models on this site, there is just no need to use those ugly ass models... But my friend you did a great job, and I thank you for that ! :thumbs_up:
 
Level 8
Joined
Aug 15, 2010
Messages
216
It is sad to hear that, but I see you have invested a lot of time into this map, so it is understandable, but can we expect to see some new heroes? At least 6 more to fill those circles? And please, I beg you, change those WoW rip-offs whit something else, there is a lot of great models on this site, there is just no need to use those ugly ass models... But my friend you did a great job, and I thank you for that ! :thumbs_up:

He simply cant afford new models and heroes because of the limits WE puts on multiplayer maps...
Sad but true :(
 
Level 4
Joined
Jan 8, 2014
Messages
84
It has been changed. You should check out the changelogs :)

hey ! : ( why did you delete the option to play with whosyourdaddy ? its only in single player avaible to cheat yeah but .. why ? the other cheats not to use ok thats good but daddy ? : (

EDIT: its ok now i can deal with it .... : D
 
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Level 3
Joined
Jul 10, 2010
Messages
50
You should make it so that if everyone has Serpent Tablets Atal'ai isn't hostile and you get some sort of reward for summoning him. Or if you give him enough offerings anyway, I really love the serpent tablet item and I think that adding an interaction with him and players who have it would be a neat thing to do with your map. (=
 
Level 2
Joined
Apr 10, 2014
Messages
8
Hello, me and some friends where just playing a run in sunken city and we found a item with a bug.
The item.

Flesh Shredder.
+7 Agility
+7 Strength
Use: deal 250 damage to a targeted enemy unit

the item doesn't give stregth, it give intelligence instead. which isn't what the text says is should give.

just wanted you to know so you can fix it :)

Have a nice day.
 
Level 1
Joined
Oct 13, 2014
Messages
7
Tinker is causing the game to crash when choosing certain skills. Witch Dr. is also still causing crashes especially when facing mobs with "Murloc Snarecasters". Kinda have to avoid playing these chars to avoid crashes. You might have fixed it already but crystal crown item used to/still adds an extra 3-4 to your primary attribute when you drop and re-pick it up.
 
Level 3
Joined
Feb 28, 2010
Messages
43
demmit AU.... i'm spreading this through GameRanger then xd.

heres something worth looking at i just found at single player:
-the starting area's west gate can be opened through attacking the switch beyond the other side with always visible. when entering it you get 1 hit ko for no reason(don wan any spoiler now, must be some magic spell trigger thingy) , along with your backpack and glyph, where backpack count as 1 life, after a few seconds before reviving, your hero will die again, costing 3 lives .__.'..

-as for the glyph, it disappears forever . . .
-(trivia)manage to reach level 3 and consumed all 20 lives for a lot of trolling.
-unconfirmed: during always visible Inhabitants faction will chase you to the end of the world when provoked unlike creep which have their 'camping range limit' (though they can be stopped by disables such as stun/snare/root)
-i'm not sure about how summons works for the heroes in this game yet but they may pass through other side of the door if you summon infront of a locked door. (if the spaces are right)
-could you make the resurrection stone into 'Player Faction' rather than Neutral Passive Faction? i'm hoping to use Ctrl+1 on it to recall back more conveniently....
 
Level 1
Joined
Oct 13, 2014
Messages
7
Hey spas don't know if you saw my post but crystal crown still gives 3+ primary attribute when dropped and picked up, also the Monks aoe/heal uplift tends to randomly spike in damage and 1 hit mobs.
 
Level 5
Joined
Apr 10, 2010
Messages
224
Hey spas don't know if you saw my post but crystal crown still gives 3+ primary attribute when dropped and picked up, also the Monks aoe/heal uplift tends to randomly spike in damage and 1 hit mobs.
He's right about the Monk. When the monk uses his ultimate skill Serenity before using his Third Skill Expel Harm (was it?), the counter for the heal goes around 100k+ and the damage dealt to mobs goes somewhere around 18k.
After testing it around on our game, I noticed that the spike only happens when Serenity is in effect. Hope this helps.
 
Level 3
Joined
Aug 18, 2008
Messages
76
Gem of true seeing..... How many ghost i have to find with this gem?
So far i only found 8... 8 letters, and still thinking whats the word...
 
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Level 1
Joined
Nov 10, 2014
Messages
1
1.found these letters, "ahirktes" .. what's the word? there are 40 thousand permutations for this.
... any hints spas orc , like is it really just a word or words? and do i just type it while standing at the red mark on the ground at the master's chamber, using v.1.8.7 here.
2. Dawn legend , is the recipe book really reachable by any hero?
 
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Level 1
Joined
Oct 13, 2014
Messages
7
How do you light the 3 braziers ? Only found one kalissea flame in the room where the elephant boss spawns

Edit: Found a second one below where the crown spawns, wouldn't mind a hint on where the last one is :)
 
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Level 4
Joined
Apr 27, 2011
Messages
88
Spasorc, current version is again awesome!
Queen's tomb is a bit complicated, but for sure it is interesting!
Got some portion of questions:

1. Broxigavr axe - it's recipe is obtainable only via random drop from creeps/chests or it can be obtained for sure in every game?
2. Secret Area's location was changed, but is there any hint about it (like compass before?) And obtaining the Scepter is enough to finish this quest (as it was before), or some other item is needed?
3. In 3 out of 3 games there was no drop of Moon Guard Scepter - so obtaining of "The Dawn" quest was changed?
4. Naga Risaj drops a gem - is there any special purpose for it or it is just a single item?
5. Naga from the Shrine drops an item that is belong to "someone that was always near when his help is needed" - so such item is also a part of some quest and has to be given to somebody?
6. Temple tablet with old code for the door - currently is not usable and can be sold? The Door now is blocked?
7. Is that normal that Trezrak drops nothing?

Thank you again, man, for always being so kind to create a version after verison, changing the map in order to be playable for old players again and again and again!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
1. Broxigavr axe - it's recipe is obtainable only via random drop from creeps/chests or it can be obtained for sure in every game?

It's rare drop from chests. Not obtainable every game.

2. Secret Area's location was changed, but is there any hint about it (like compass before?) And obtaining the Scepter is enough to finish this quest (as it was before), or some other item is needed?

The changed secret area has nothing to do with Compass or Scepter. It's not the secret area you are thinking about. The one I have changed is one of the 23 secret areas around the map.

3. In 3 out of 3 games there was no drop of Moon Guard Scepter - so obtaining of "The Dawn" quest was changed?

Dawn is not obtainable every game. However, Moon Guard's Scepter isn't the only item you can use.

4. Naga Risaj drops a gem - is there any special purpose for it or it is just a single item?

No, nothing special about it.

5. Naga from the Shrine drops an item that is belong to "someone that was always near when his help is needed" - so such item is also a part of some quest and has to be given to somebody?

It's an item that is tribute to a friend of mine. :) Nothing special about it - just an Easter Egg.

6. Temple tablet with old code for the door - currently is not usable and can be sold? The Door now is blocked?

The words on the Temple Tablet are no longer related to either of the doors in Master's Chamber and currently have no use. This may change in the future though, so keep an eye on it.

7. Is that normal that Trezrak drops nothing?

It's a bug, will be fixed.

Thank you again, man, for always being so kind to create a version after verison, changing the map in order to be playable for old players again and again and again!

You are very welcome. Why don't you join our Garena Group and play with us? :)
 
Level 4
Joined
Apr 27, 2011
Messages
88
It's rare drop from chests. Not obtainable every game.



The changed secret area has nothing to do with Compass or Scepter. It's not the secret area you are thinking about. The one I have changed is one of the 23 secret areas around the map.


You are very welcome. Why don't you join our Garena Group and play with us? :)

I meant the red item - the teleportation location changed and dunno where and if only the scepter is needed - that was the question)

For other answers - more than thank you!

For sure I'll join Garena!!! I was planning to do it in the next few weeks!
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Spacorc, maybe you can add the ability to buy a chest key? For example for 3 shadow crystals - in order to increase the chances of obtaining Broxigavr's Axe recipe?
And could you please tell - all chests are similar or later game chests has more chanses to drop good items?

All chests have the same drop chances with few exceptions:
-the chest behind Feric's Door.
-the chests at the Queen's Tomb Dungeon.
 
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