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

Sunken City v2.5.1c

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

INFORMATION

CHANGELOG

FEATURES

SCREENSHOTS

TRAILER

HEROES

CREDITS


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

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



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

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

CHANGELOG

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

Classes
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Death Knight
  • Fixed a bug where Outbreak would sometimes not deal damage in Unholy Specialization.
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Feral Druid
  • Fixed a bug where the Swipe proced by the Feral Frenzy Talent was not benefitting from its bonus scaling based on current form.
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Hunter
  • Call Pet's cooldown has been reduced to 30 seconds down from 40.
  • The base duration of pets summoned by the Unleash the Beasts Talent has been reduced to 6 seconds down from 7.
  • Fixed a bug where Bestial Wrath was always granting 3 Armor.
full
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.
full
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.
full
Warrior
  • Fixed a bug where the Warbringer Talent was dealing more damage than intended.
full
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
Feb 22, 2010
Messages
27
Diligence of the author, first of all thank you for your map, I have never had such like warcraft iii map, I since 3.5 to play, because is China, watching English more headaches, so still and so on localization, since the two localization were afk, I haven't play to localization map, now, we spontaneously localization of this figure. Of course, also found some bugs, (at 2.0.5) version fixes didn't after I don't know, after all amateur localization, do each version. And.. I can't honeycomb mesh to create account. This is borrow someone else's. Can I help you. And then I play down some of the doubts. I hope you can answer for me.
1: the hero, the problem of the shaman. Because of the shaman recruit became passive. So. We bought some special equipment, found that it is easy to be mandatory T out of the game. Might find once he is single mode, high output, it is mandatory to remove the game. And shaman chain lightning, like electric many a day, but the damage is only four. Hope to repair.
2: map once play of late, will start to kaka, we don't know what the problem is. But after a Gemini 10 + will begin to kaka. If you can, I hope you to solve.
3: ruins businessmen (our translation is this, the prototype is on the side of three rubies that businessman) sold in wrath of the sky (blade storm icon that) said that summon the AOE, can give the increase an effect, so that we can more clearly know he was triggered.. About magic immune equipment), we found that the monster forced pull can magic immune units, is this intentional??
4: if the glyphs. Fiery hell, we found that sometimes doesn't work. But sometimes, detection.
5: if you can, also please give three brazier, and the two moon rocks authority for more tips. I find for a long time didn't discover the secret for a long time, but it's so tired.. We found some monsters belong to different camps, so that they could play together.
6: some questions: what is the element of water right maiev's cabin. We are looking for a long time did not find cause and effect. And ruins businessmen a door of the dungeons. What is the use. We can't find. And about the new artifact, phoenix wing, synthesis, synthesis of books is still there, and orange axe.. I admire you this pit dad. I didn't mean to go to find. Actually. There. And the volcano. That got dozens of versions of the orcs skeleton.. Dear author you want to let his poor man to which version?
The deer war spear is what's the use? The only green, the only equipment. There are a series of relic, are respectively the plot? We found that the spirits of the moon stone, and guard scepter of month. We also found that intelligence of the Milky Way's scepter. Out of the bag a side, attribute will continue to improve. This is important! Also found that the key to the trap under the melting pot of the method. It is very important to have a bug. Some equipment can copy a fantasy. After you get the order of the phoenix wings, copy fantasy lives, illusions will drop 1 life. And phoenix wing also won't enter the cooling. This is very important!
In the bottom left of origin point, there is a place around a circle of stones. Inside A unit can be selected, but we don't know what, we go to A off him, then we were judged cheating, it's A bit annoying.
Some Suggestions:
Inflammation prison watchers (mage, summon phoenix) can give him to do a purple exclusive,) such as the demon of the snake. This is not very interesting?
Hero's exclusive, can ascend, as the level of ascension or early in the past, exclusive some chicken ribs.
Crazy hero model that challenge. We don't see reward content, can tell us? Playing the blame heaven fell off a monster or hellfire, cause the failure of challenge, this is very annoying.
Can do the hell & crazy exclusive equipment, it will be better.
P: I've always felt most difficult should call hell, not crazy. (. Forgive my poor English.
Looking forward to map more perfect.
 
Level 2
Joined
Feb 22, 2010
Messages
27
Here Are some bug we found in the map(v2.0.5):
1: Since Shaman's Molten Earth(ultimate) become a passive ability, we buy some items to make it much more powerful. But doing this make it much easier to be kicked out of the game. And the ability chain lightning can jump to 4/6/8/10 enemies as described, but we find it can only jump to 4 enemies regardless of the ability level.
2: After playing for several hours, the game will be muce less fluent.
3: The effect of Cosmic Orb is "Renders your hero immune to all enemy or friendly magical effects", but when we carry it, we still can be dragged by some enemies.Is it on purpose?
4: The ranged heroes cann't trigger the Glyph of Hellfire, and it works for melee heroes sometimes.
5: There is one of the doors besides the Ancient Relics, we don't know what's it for.
6: About the Staff of Galactic Fury, if we put it in the bag then get it back, the intelligence of the Hero will be increased. Same things happen on Starlight Bow(increasing agility) and Lightbringer(decreasing the intelligence, this one also happens when you put it on the ground).
7:Some items can make a illusion for you ,and at the same time you have the Sigil of Al'ar, if the illusion dies, it will also spawn a Life and no CD.
8: In the left bottom of the start point, a unit can be choosen, and if we attack it, we will be judged as cheating.We don't know what's it for.

Some Suggestions:
The items for a Hero only can be upgraded, so we can use it all the time.
Some items for hell/insane only.
The highest Difficulty should be called hell, not insane.
Wish the map be much more perfect.
 
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Level 1
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Jun 10, 2013
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8
Can you guys make this map for dota 2 reborn?? It is currently the best puzzle map in wc3, but i assure you it will be more popular in dota 2 reborn. Hope to see it in Reborn.
 
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I'm playing this map with a friend of mine, and we've been playing it for years, usually re-playing it because it's such a great map, trying out different combos.

Now, however, we're stuck at obtaining this specific item. The Phoenix Egg. Could you possibly throw us a little hint about where we should go in order to grab it?

Does it spawn at random places from game to game? Or is it always this one specific place?

Sincerely, Mr.TwD.
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
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I'm playing this map with a friend of mine, and we've been playing it for years, usually re-playing it because it's such a great map, trying out different combos.

Now, however, we're stuck at obtaining this specific item. The Phoenix Egg. Could you possibly throw us a little hint about where we should go in order to grab it?

Does it spawn at random places from game to game? Or is it always this one specific place?

Sincerely, Mr.TwD.

The egg is at the same place every game. The hint I can give you on obtaining it is to somehow teleport there! :)
 
Level 1
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Been trying to find a teleport to the Egg for six hours now. Absolutely no idea how to get there. :ogre_rage: :vw_wtf:

*Proceeds to cry internally in a corner*

Edit: No longer crying internally in a corner. Finally found a way to get to the egg after around nine hours, or rather, should I say, I was lucky enough to finally reach it.

Woohooo! :D
 
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7t6CPlJ.png

Also, there's a bug in Version 2.0.7.

When you're trying to open the gate after killing the swordsmen and rifleman, it does not work. Sure, you can open the gate, but neither of us can get past it. We do not have the range to kill the lever on the opposite side, nor do we have summons.

I believe being forced to buy the Furbolgs (Or Furblobs as I like to call them) is not intended, nor does it seem like a very wise idea.

Is this intended? Are we just simply missing something obvious?
 
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3
I want to note a few things....

1: i only made a account to post on this map
2: PLEASE PLEASE UPDATE THIS FORUMS TO GIVE MORE INFO ON THE MAP!
3: this map is really fun just please update the Forum
4: Update this forum would yea ^^
 

SpasMaster

Hosted Project: SC
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Depends what info you need. There is quite a lot of information in here. Changelogs, stats, lore, systems information and so on. What do you need exactly? Cause if it's information regarding puzzle information...
Well... I didn't create these puzzles so I would come in here and tell you how to do them. They are created to be solved by players, not to be explained in a forum. So yeah, what information do you need?
 
Level 4
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Aug 5, 2007
Messages
68
i played it and really enjoy the game and i could finish it hell mode singleplayer without dying

i got a few questions i couldnt solve them
1. how does the nerubian egg work?

2. how does the corrupted ressurection stone works? and what is that corruption essence for?

3. how does the small water bowl work? i filled it with water already but how to use it?

4. a naga royal guard named zerash with 14 HP and divine armor invulnerable. What is his role?

5. how to open the rolling stone door at the near-end game? it says a very complicated mechanism but there's something really important

6. how to obtain the legend of dawn book in the "two corridors"?

7. in the first dungeon, how can you obtain the item in the middle of the sea? and then how can you go pass through the two torches at the end? u'll instantly dead if you pass

8. at the vault. i couldn't open the gate that leeds to three treasures + 1 seed of idrasil. how to open that?

9. there's a magic wall that if you want to open it, u'll need a key that isn't made of hard material? how does that work?


sorry for many questions. thanks
 

Wos

Wos

Level 2
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Aug 27, 2015
Messages
14
i played it and really enjoy the game and i could finish it hell mode singleplayer without dying

i got a few questions i couldnt solve them
1. how does the nerubian egg work?

2. how does the corrupted ressurection stone works? and what is that corruption essence for?

3. how does the small water bowl work? i filled it with water already but how to use it?

4. a naga royal guard named zerash with 14 HP and divine armor invulnerable. What is his role?

5. how to open the rolling stone door at the near-end game? it says a very complicated mechanism but there's something really important

6. how to obtain the legend of dawn book in the "two corridors"?

7. in the first dungeon, how can you obtain the item in the middle of the sea? and then how can you go pass through the two torches at the end? u'll instantly dead if you pass

8. at the vault. i couldn't open the gate that leeds to three treasures + 1 seed of idrasil. how to open that?

9. there's a magic wall that if you want to open it, u'll need a key that isn't made of hard material? how does that work?


sorry for many questions. thanks

1. Nerubian Egg is matterial used in order to craft something. When you find out what is this something, you will understand on how to use the Egg.Same goes for Corrupted Essence!

3. Hm..thats kinda tricky. Took me a while to find out. You will need to find a tree, that is chopped.So look for a chopped tree torso. It is tiny and kinda hard to recognize. The tree is not in the main map, neither in a dungeon with bosses etc. You will have to teleport to this location and i guess you have been there before and you had quite a lot of questions about this place.

4. I think you can make him interact somehow. I don't know how though. Maybe some item? Dunno.

5.I don't know this either. I have my thoughts, but i can't be sure. I think you will have to find "the key which is made from soft matterial, and open the magic pen. Then activate the lever.

6. Good question :D

7. Certain heroes can swim.

8. Hm...that question might be linked to some other question of yours.

9. I've heard of some key called Ghost key. Spas mentioned that this key should be "near" the teleportation circle that lead you to the magic pen room.I could not locate it though.
 
Level 1
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Jan 3, 2013
Messages
5
Great game! been spending hours trying to find secrets and stuff... been having trouble with some of them though... like how do you get the kings scepter? at first I thought its the same as the Rod of king feric but doesn't work with the queens scepter recipe T.T
 

Wos

Wos

Level 2
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Aug 27, 2015
Messages
14
Great game! been spending hours trying to find secrets and stuff... been having trouble with some of them though... like how do you get the kings scepter? at first I thought its the same as the Rod of king feric but doesn't work with the queens scepter recipe T.T

Ah well, the Kings scepter, is well hidden as it should. But!There are some rumors saying that someone found a map explaining how to get to the scepter, rumors say also, that this someone was hunted by trolls thus he was forced to drop him map and run to save his life.ah thats all folk.
 
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Ah well, the Kings scepter, is well hidden as it should. But!There are some rumors saying that someone found a map explaining how to get to the scepter, rumors say also, that this someone was hunted by trolls thus he was forced to drop him map and run to save his life.ah thats all folk.

LOL. Thanks haha I found the map :) 1 last thing that bothers me though is the two rooms a.k.a Master's Room. I been trying for hours but I still don't get how to open them. any clues?
 
Level 3
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May 2, 2007
Messages
43
LOL. Thanks haha I found the map :) 1 last thing that bothers me though is the two rooms a.k.a Master's Room. I been trying for hours but I still don't get how to open them. any clues?

Maybe you could ask some wise dragons for hints and/or help. :)
 
Level 3
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Nov 30, 2010
Messages
29
I really like this map. Are there any plans about a dota 2 version?
Some maps (like vampirism fire) already moved from wc 3 to dota 2.
 
Level 1
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Sep 13, 2015
Messages
1
Hey my friends and I have played the game through a few times with different heroes and different difficulties. We've all thought it was lots of fun, but we encountered the same issue every time. The game starts out challenging, but as it progresses seems to get progressively easier. It seems like the monsters just don't scale enough to keep up with the heroes. By the end we're just breezing through everything and it's gotten kind of uninteresting.

The first several levels are quite good I think, we have to make a real effort to coordinate our spells and juggle aggro. But after we start getting items and more levels it's no longer important to play well. If the game were all the same difficulty as the first few levels I think it would be much improved.
 

SpasMaster

Hosted Project: SC
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Messages
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Hey my friends and I have played the game through a few times with different heroes and different difficulties. We've all thought it was lots of fun, but we encountered the same issue every time. The game starts out challenging, but as it progresses seems to get progressively easier. It seems like the monsters just don't scale enough to keep up with the heroes. By the end we're just breezing through everything and it's gotten kind of uninteresting.

The first several levels are quite good I think, we have to make a real effort to coordinate our spells and juggle aggro. But after we start getting items and more levels it's no longer important to play well. If the game were all the same difficulty as the first few levels I think it would be much improved.

Thanks for you input. I've noticed this myself for a long while. While overall I agree that it gets significantly easier to the point where you stop giving that much effort, I'd have to say that it's gonna be a tricky note to hit.
-On one hand, the game should get somehow easier. You are getting all those new abilities, all those new items. It must get somewhat easier. Of course, not to the point where you don't care anymore.
-On the other, I do want to keep the game challenging and punishing for player mistakes.
So, yeah. I am keeping an eye on this. Expect changes in the future in that direction. :)
 

Ardenian

A

Ardenian

It seems like the monsters just don't scale enough to keep up with the heroes. By the end we're just breezing through everything and it's gotten kind of uninteresting.

The first several levels are quite good I think, we have to make a real effort to coordinate our spells and juggle aggro. But after we start getting items and more levels it's no longer important to play well. If the game were all the same difficulty as the first few levels I think it would be much improved.
I agree with freet0, I experienced it in many games, especially in the higher difficulties.
At around after the Naga boss, before the two-way passage and the first dungeon in the game, becomes, beside one or another challenging battle, like the Felstalkers before battling the Pet, quite easy, a bit boring.

It also seems certain heroes are better in higher difficulties, like the druid and the priest for healer, ranger and goblin sapper for damage dealer and the tinker for tank. Other heroes, when played, seems to fall off the line as they are too weak in their role when playing in higher difficulties.
Emphasizing their role would mean to erase their uniqueness though.
 
Level 6
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Messages
230
Quote:
Originally Posted by robizeratul View Post
Put this on the main page: It's a program that allows multiple saves if each player has it:http://www.d3scene.com/forum/warcraft-3-hacks/87886-unlimitedsave.html Solves the main problem I have with this game: the saving.
You : I'll try it out.

Did you ? This little tool doubled my enjoyment of this map. Without having to worry that my progress will be lost ( or constantly saving and remaking the game) I can finally enjoy your map properly. I think every player would benefit from that.
 

Ardenian

A

Ardenian

robizeratul, I don't think a tool tagged as 'hacking' will be added to any serious map project.
Not to mention there aren't many people demanding what you suggested.
 
Level 6
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robizeratul, I don't think a tool tagged as 'hacking' will be added to any serious map project.
Not to mention there aren't many people demanding what you suggested.

did you actually read the post ? the tool lets you save multiple times instead of just once per hero ( or 3 times per game). As someone who has played this map for years it fixed the most important issue for me,getting disconnected and losing hours for nothing. I even played with the map creator on the official Garena group more than 10-15 games and we never got past lvl 12-13, always something happened...it's the biggest flaw of this map.
 
Level 5
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Messages
151
I wish this was a -save/load rpg because you update this so much xD. I have the upmost respect for you taking good care of this epic map!
 

Ardenian

A

Ardenian

did you actually read the post ? the tool lets you save multiple times instead of just once per hero ( or 3 times per game).
Jus read the URL: d3scene.com/forum/warcraft-3-hacks/87886-unlimitedsave.html

It is about what the tool allows you to do, it is about what it actually does.

I hardly experience what you describe, though I don't play as excessive as you seem to.
 
Level 6
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Jus read the URL: d3scene.com/forum/warcraft-3-hacks/87886-unlimitedsave.html

It is about what the tool allows you to do, it is about what it actually does.

I hardly experience what you describe, though I don't play as excessive as you seem to.

if you or a friend of yours never disconected at a shitty time while losing hours of gameplay than you are lucky. i play on garena with people from all arround the world.saving every 20-³ⁿ minutes made me enjoy this map a lot more.i dont get what your point is or why u focus on the word hack...
 

Ardenian

A

Ardenian

I focus on the word 'hack' since it is an illegal action. I doubt someone having a very advanced and developed map would risk to get banned, persecuted by law or anything else to add something that is only important for a certain amount of people.

Warcraft 3 is old, very old game, it is harsh to say, but get over it.
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
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@robizeratul: Hello, there. First of all I'd like to state that I won't promote any 3rd party software for the map. There are tools/hacks or whatever they are called that allow you to modify the game in many ways. Saving Games, enabling Mana Bars and so on. You are free to use these tools as much and as often as you wish, but they won't be promoted here. About your "issue" with the map, the disconnects, I can tell you that you can save the game more than 3 times without using any additional software or tools: as soon as you make your last (3rd) save, just quit the game and load it. You will have additional 3 saves at your disposal. This requires basic knowledge over Warcraft 3 and any user who has played this game for some time should know how save/loading works in Warcraft.

@Ardenian: I haven't noticed that it's a hacking tool. I am surprised it isn't banned in Garena since it bans most of the other hacks. This however does not bother me - I never used any tools for my Warcraft experience and I don't intend to. Players, however, are free to do as they wish at their own risk.
OT: I am at the THW chat atm. :p We can talk about those sigs if you are available! :)
 
Level 6
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Messages
230
SM: i guess most of my problems arise from being from a shitty country...my internet disconects all the time and i have a bad computer. i obviously know you can save multiple times...but waiting 5-7 minutes for the map to load(+ critical errors and other shit that happens) is not fun. Lets say we finish the game in 6 hours (an example).if we save every hour thats 5 saves,every 30 min thats 11 saves.a disconnect would mean 7-10 min until everyone comes in + 1-30 or 1-60 minutes lost until we recuperate. add in some unlucky days when it happens 2-3 times and no matter how dedicated we are the enjoyment plumets like a rock. Obviously its not your fault...we even got disconects when playing with you,so its not like a surprize...i dont know if it can be fixed or if you can do something about it.

i made this post http://www.hiveworkshop.com/forums/maps-564/sunken-city-v2-0-9-a-168086-post2190698/#post2190698 3 years ago,i always liked your map and tried to help you because i enjoy this map and respect your dedication,some of my ideas made it into the map,even if most didnt i tried to be helpfull.

the point of my rant is that this is the biggest issue I have with enjoying this map.some of it is because the comp and internet,but even when i had better ,disconnects still ruined a lot of fun games.

i hope you can fix it one day...anyway let me end with a suggestion.i dont know if its possible...the way to do it is save codes.i know you can save exp,items,quests,gold,skills and lumber. can you also "save" monsters? maybe just alive/dead ? if yes you could make a save code for that too.make it auto save so that each game it saves every 10 minutes or so.this is your "personal" code and it only works if all 3 codes match.the other type of code works at each checkpoint(for example first key door/at the hydras etc).so when you start the game with your friends you can choose where to start.because they all have automatic saves you can only choose one.
besides the coding(if its possible) you would need only to sligtly change the map.anyway thats all i have to say about this.hope its at least a bit helpful.


Ardenian: hacking isn't illegal dude lol,you are talking nonsense...anyway

PS: about the game getting easier: you could implement dinamic difficulty.like in diablo 3,i dont think it would be too hard to implement.just put a global buff on creatures that increases dmg and armor.i think 5 would be enough.20/40/60/80/100 %dmg and 3/6/9/12/15 armor. the trick is too dont give any bonuses to the players,make it pure gameplay and changable any time(0 cooldown too so nobody waits if they misclick or if its to hard).this will help not only noobs who feel like they are getting too strong but also pros who think the latter game is too easy.and the best part:its purely optional nobody looses.
 

Ardenian

A

Ardenian

can you also "save" monsters? maybe just alive/dead ? if yes you could make a save code for that too.make it auto save so that each game it saves every 10 minutes or so.this is your "personal" code and it only works if all 3 codes match.the other type of code works at each checkpoint(for example first key door/at the hydras etc).so when you start the game with your friends you can choose where to start.
While it is a good idea, as I said before, it is Warcraft 3, an ancient games with an ancient engine. You would have ot type in a lot of codes, even if their efficiency was maxed out.
In StarCraft II this would be rather easy, I believe, but for Warcraft 3 you can simply forget it, it is hell to create. I don't know how SpasMaster sees this though.

Ardenian: hacking isn't illegal dude lol,you are talking nonsense...anyway
I don't know where you live, but hacking in any sense is illegal.
You don't consider it an illegal action if someone hacks your computer, stealing every data ?
It is not illegal if someone hacks your Facebook and does and change whatever he wants to ?
If someone hacks your smartphone, tracking everything you do with it ?
It is the same with Warcraft 3, just because Blizzard seems not to punish or take steps against hacking WC3 it does not mean it is legal to hack it.
 
Level 2
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Apr 28, 2015
Messages
5
hello SpasMaster, i have some q for you:
1) When naga warrior use 3th skill (stomp) it cause micro-lagg (freeze on 0.2-0.8 sec) Why?
2) When play as mage, why i cant freeze my enemies by 2nd skill in fog of war? Its... annoying.
 
Level 1
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Oct 2, 2015
Messages
6
Nice map / but not as good as the chosen ones

i mean pierce damage heroes vs Last boss totally useless .... i had naga siren with 500 damage / attack and died twice ....

i cant really get my hands on tablet of life only red item i got was the hammer

and i got legend of down once and i forgot how
what really sucks is how to get the pheonix egg
sometimes the armory teleporter shows up . sometimes it dont
the dragon sigils dont appear every time .. i think u can have 1 red item per game
8/10 this map
go check the chosen one ... best map i ever played
 

SpasMaster

Hosted Project: SC
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Messages
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Nice map / but not as good as the chosen ones
You really lost me with that statement. I really shouldn't continue reading a comment that compares a multiplayer map with a single player campaign. It's like comparing Counter-Strike multiplayer experience with the Half-Life single player experience.
i mean pierce damage heroes vs Last boss totally useless .... i had naga siren with 500 damage / attack and died twice ....
Wait... are you playing alone? If that's the case don't expect not to die on the last boss encounter in a map designed to be played by 3 players. On top of that; you complain that you have died and present your high attack damage. Since when does attack damage = survivalability?
the dragon sigils dont appear every time .. i think u can have 1 red item per game
RNG has a great presence in the game to improve replayability.
 
Level 1
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Oct 5, 2015
Messages
2
One of the best maps i have ever plaid and i'm still doing, yet, there are some stuff i would like to mention and may you find it interesting to have it in mind to work on later...

Found some bugs at this moment, currently playing V 2.0.9:
1- When you find the 23 secret zones (or however these are called because i don't really remember), it says you i'll earn 700 gold, +3 to all stats and somehting else, but it is not giving any gold at all.

2- At latest updates you added a quest with a monster called "Jak'Ken", i'm not really sure how are one suppossed to get in the place where it appears if you are not playing with the tidewarrior or the naga siren, not to mention that when you arrive there, the monster is Lvl 15 (if i'm not wrong) and suddenly it changes its name collor and turns into lvl 8, and the quest never gets completed.

3- If you are playing with the naga siren or the tidewarrior and you buy the "ultrasafe teleporter" (nearly lvl 7-8 you will be able to do it), and using it, you get teleported to the south part of the map, you can swim to the coast of the pirate instance, and kill these from the water, taking the pirate hat and another weapon i don't remember the name.

4- At the orc "village" placed near the master chamber, make sure these NPCs are all invul and can't move, sometimes you are walking there and the demon calls an infernal over your head which kills any important npc or makes them walk away, which is a crap since they stand over the teleporter and the circle of power which allows you to go complete the quest that requires to protect the flag of the horde (i don't really remember the name).

Something interesting will be that you make it a little more interesting when playing alone (at least it is my case, i'm not with enough time to play it and i have not a good internet conection, so i play it alone and save my progress), at the beggining the monsters are way too strong, specially at heroic mode, and lately as the game goes by, it becomes too monotonous, since it seems to be like: -"Lets see how many stuns my hero can eat before duying"....

Don't missunderstand me please, i do really like the map, and i think you have done a really great work so far, i also hope you make a new map of the same kind, just take it as a suggestion.

Keep up the good work. Cheers.
 
Level 1
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Oct 10, 2015
Messages
1
this is nice map i have played.. i have completed it.. but still i can't find ghost key and how to get legend of dawn book?? any suggest or clue?

p/s.. hey please add more new heroes.. :p
 
Level 6
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Jan 26, 2012
Messages
230
since you ignored my last post ( I know, it's my fault, I was half drunk and rambling...sorry for that) Let me make it up with a new Idea I came up with, and I will be concise.

Enrage mechanic:
it works like this: Each 3 Levels Difficulty is increased IF you have a minimum of lives, If you go below the minimum the bonus is lost and you can't get it back again( this is to encourage pro players and make it rewarding)
So you can either make it a % of lives ( it's easier if 1 or 2 players play the map) or make it available only for 3 players. This option is given in the beginning just like difficulty.

Enrage gives 10% atackspeed,10% dmg, 2 armor. You can have a maximum of 7 Enrages ( lvl 1,4,7,10,13,15,18). In the beginning of the map you are given the option to choose 3/5/7.(enrages), these will be spaced out on different levels depending on your choice.

This will make the game a little harder in the beginning but very hard in the end.and it's also good for players who overestimate themselves ( go under the minimum lives and you the enemies loose the buff).

Two examples, once for 20 lives, one for 5. Total lives for 3 players : 80/15. Enrages happen at 80/15(first one).70/13 (second)60/11 third 50/9(forth) 40/7(fifth)30/5(sixt) 20/3(seventh).

So in case this doesn't make sense. On the hardest difficulty at lvl 7 (third) you need a total of 9 lives to activate the buff. At level 13(fifth) you need a total of 7 lives to activate the buff. If you do not have that the buff will not activate and the difficulty will stay the same.

There are many ways to implement this to make it perfect, but do you get the main idea? This will be incredibly rewarding for pro players, but also forgiving( if you die to many times). Makes sense?
 
Level 6
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Dec 3, 2012
Messages
243
It's hidden. Within a specific living unit. :p

Oh, you don't...
Anyway, thanks for the hint. The hunt is still on...

When soloing, players will no longer have to deal with the door opened by two switches at the beginning of the game.

That's not true. Or at least, it's not working for me in 2.1 ver. Singleplayer shaman here.
 

SpasMaster

Hosted Project: SC
Level 24
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Messages
1,994
That's not true. Or at least, it's not working for me in 2.1 ver. Singleplayer shaman here.

The gate that usually breaks down and sometimes Rock Golem spawns at it should be always open in Singleplayer mode, thus allowing you to open the twin-switches door from behind.

@robizeratul: I am currently extremely busy. Your comment would require a lot of answers and explanations which I currently cannot give. I apologize for that. I will try to give you answers some time soon when I am more free, but even if I don't respond, I will surely read all of your suggestions and consider them for possible or not.
 
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