• 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.


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

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

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


186388-albums6607-picture72240.png

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

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

Items
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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...

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Items with permanent stat gains still exist within the game. The issue is that people afk for many hours, spamming whatever they need to spam to gain them and then proceed to destroy everything. I am sorry, but this is not how I envision the map being played. And if you bothered to read previous comments, people actually don't want perma-stat items.

why do you keep nerfing the stat gain items so hard? Soon enough every item will be garbage
Excuse me, but good items are the ones with interesting effects that somehow influence your build and allow for new and unique strategies. If you call such items garbage, but consider the stat items that you spam all game like a bot "interesting", then I have bad news for you. The limit that is placed there exists for that sole purpose - prevent people from acting like spam bots, only to stop at one point when they reached a certain amount of stats and then destroy everything.

So, in conclusion: You like perma stat items? Sure. But they need some forms of a cap in order to stop them from getting out of control. It's simply retarded if you can get 100+ of an attribute from an item, and an average of 15 from the rest items in the game. And guess what? The problem in this example aren't the items of average 15 per attribute, it's the one that gives 100+.
 
Level 1
Joined
Dec 16, 2015
Messages
1
Man, you are a very creative and skillful map maker and this map really made me play Warcraft 3 pretty much. It is very challenging and well-structured and it seems to work without problems, but there is a small thing I found: if you forget to get the quest from Kagar and you press one of the four levers by accident, after getting the quest the lever that you pressed will not count for the quest and also you can't press it again. This thing may not happen so often but it happened to me and now I can't do the quest anymore :(. If it's possible, you can make the levers able to be pressed only if you have the quest or be counted after you get the quest. This is the only thing I found and otherwise it's really good. 5/5 from me, after I am a member for 10 days :D
 
Level 3
Joined
Jul 10, 2010
Messages
50
And you don't see how people having to farm for quite some time to finish your map is a problem of your own making? You continuously upping the difficulty while giving players nothing to compensate for it is the reason why I made that post.

You need to give us something to work for in the map other than flash gimmick items that don't help in the end. Maybe like Destiny Knight said, add some more achievements that grant permanent buffs for killing bosses or random consumable boosts.

Also yes I have read the previous comments and your statement confirmed exactly what I said. You have been disregarding those of us who like LATE GAME BONUSES in favor of being weaker early game.

Lastly, "normal" difficulty should be creeps at 100% of their power with base-line abilities making it anything but that is pretty misleading and a stupid design choice.

Edit: Seriously, I enjoyed playing your map a lot in the past and it's very good work but I've found your map is continuously degrading in quality nearly every update. Making the game harder is perfectly fine for the players who want to play on the upper difficulty levels. But don't force it on us who like to relax and run through your map with friends without giving us some sort of compensation.
 
Last edited:

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Let me get one thing clear: Are you a solo player? Do you play this alone? If so, that explains a lot.
I'll assume you are playing solo for the sake of a bunch of arguments I'm going to make. If you are playing with a team, then disregard this:

1.) Calling this map "hard" is wrong on so many levels, considering you are playing with friends. 3 players can beat any difficulty at any setup. And as soon as they get their first 2 epic quality items, it becomes significantly easier and almost effortless even on the highest difficulties which is why I am increasing the difficulty all the time.
2.) Ever since day 1 when I created this 5 years ago, I never intended this to be played solo. This is a map that is strictly designed to be played by atleast 2 players. There has never been a moment, ever, where it hasn't been like that. Every change I make, every feature, every item, every ability - all of that is created with 2-3 players in mind. Teamwork and multiplayer experience.
3.) And even so, I did listen to players who want to play solo. Let me repeat this: I listened, and I made changes, but I will never start to design the map according to solo player needs. I added the starting Grunt to help players in singleplayer. I added the summonable Furbolgs, again, to help solo players. There is Easy difficulty so you can experience the map solo (and, yes, it's 100% totally completable in Easy, solo). Does that mean that I will suddenly change how I think of new features and design, simply because someone plays the map in a way that it has never been designed to be played? Hell, no.
4.) If you still somehow don't believe what was said in 1.), I gladly welcome you to join our Garena Clan, play with us, and watch us destroy Hell Difficulty. And no, those of us there are not "hardcore" players by any means. Because I've seen "hardcore" palyers who managed to defeat Insane Difficulty with Heroic Mode enabled with 2 players and no healer. I am sorry, but after seeing such things happen and then someone says: "Hey, Normal difficulty is too hard, man. Listen to your players!" And then it turns out he was soloing. Do you get the picture?


I've found your map is continuously degrading in quality nearly every update
I've been adding new features, new mechanics and new ways to build and customize your heroes for the last 1 year. However people like you refuse to see that, because they like to have 1000+ of an attribute (in single player) and destroy everything they see on the screen without any effort whatsoever. To you, good design is perma stat items, while new features like Glyphs for example is "degrading". Cause it's not perma stat spam, right? And because you can't solo the map (for some reasons) with that?

I am sorry, but I refuse to have discussions with people who call perma stat gain a "superior design" and new features like glyphs, challenges, achievements, new enemy abilities and items with effects that improve certain gameplay styles (not a sinlgle stat) and so on "degrading" and "gimmicky".

Also yes I have read the previous comments and your statement confirmed exactly what I said. You have been disregarding those of us who like LATE GAME BONUSES in favor of being weaker early game.
Please show me someone who made such a comment and wasn't a solo player.
You need to give us something to work for in the map other than flash gimmick items that don't help in the end. Maybe like Destiny Knight said, add some more achievements that grant permanent buffs for killing bosses or random consumable boosts.
There already are achievements that give permanent bonuses. There are also Dungeons which give you permanent buffs when completed.
 

SpasMaster

Hosted Project: SC
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Hey. Do you consider making new glyphs or tweaking the old ones?

Regards.

Well... yes and no.
Adding new ones: I am pretty sure I won't add new ones to the main window. It has 12 in it, there is no more space for more within the window. Even if there was, I don't think I want more.
On the other hand, if I come up with clever and nicely UI-implemented Glyphs ,I might add more.
Tweaking the old ones: It's definately possible when and if necessary.
 
Level 2
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Nov 13, 2013
Messages
15
before anything thanks for such a great map
1) Thanks for disabling the synergy cheat in 2.1 due to that i can now play single player
2) may be because of that m get the "i am your daddy" message ending at random times so have to keep saving in frequent interval
3) getting a error msg and game crash when i try to disable the power generator with the charged rod for the legendary item
..........
i just read the above comment and have to tell spas this i love playing this game with my brother but when he doesn't stay with me i wasn't able to play alone in v1.7 (i think) but in 2.1 with the synergy i now have to play while balancing and coordinating 2 to 3 heroes which makes it even harder and i absolutely love it and you have added lot of stuff too which take the map to a new level so please keep up with the good work and don't bother with a-holes there are lots of solo players like me who really appreciate this map...
...
oh a 1 more bug or something i got the gears b4 i got the quest from the goblin i still complete it but the (!) on the goblin is stuck
 
Level 3
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Messages
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Let me get one thing clear: Are you a solo player? Do you play this alone? If so, that explains a lot.
I'll assume you are playing solo for the sake of a bunch of arguments I'm going to make. If you are playing with a team, then disregard this:

1.) Calling this map "hard" is wrong on so many levels, considering you are playing with friends. 3 players can beat any difficulty at any setup. And as soon as they get their first 2 epic quality items, it becomes significantly easier and almost effortless even on the highest difficulties which is why I am increasing the difficulty all the time.
2.) Ever since day 1 when I created this 5 years ago, I never intended this to be played solo. This is a map that is strictly designed to be played by atleast 2 players. There has never been a moment, ever, where it hasn't been like that. Every change I make, every feature, every item, every ability - all of that is created with 2-3 players in mind. Teamwork and multiplayer experience.
3.) And even so, I did listen to players who want to play solo. Let me repeat this: I listened, and I made changes, but I will never start to design the map according to solo player needs. I added the starting Grunt to help players in singleplayer. I added the summonable Furbolgs, again, to help solo players. There is Easy difficulty so you can experience the map solo (and, yes, it's 100% totally completable in Easy, solo). Does that mean that I will suddenly change how I think of new features and design, simply because someone plays the map in a way that it has never been designed to be played? Hell, no.
4.) If you still somehow don't believe what was said in 1.), I gladly welcome you to join our Garena Clan, play with us, and watch us destroy Hell Difficulty. And no, those of us there are not "hardcore" players by any means. Because I've seen "hardcore" palyers who managed to defeat Insane Difficulty with Heroic Mode enabled with 2 players and no healer. I am sorry, but after seeing such things happen and then someone says: "Hey, Normal difficulty is too hard, man. Listen to your players!" And then it turns out he was soloing. Do you get the picture?



I've been adding new features, new mechanics and new ways to build and customize your heroes for the last 1 year. However people like you refuse to see that, because they like to have 1000+ of an attribute (in single player) and destroy everything they see on the screen without any effort whatsoever. To you, good design is perma stat items, while new features like Glyphs for example is "degrading". Cause it's not perma stat spam, right? And because you can't solo the map (for some reasons) with that?

I am sorry, but I refuse to have discussions with people who call perma stat gain a "superior design" and new features like glyphs, challenges, achievements, new enemy abilities and items with effects that improve certain gameplay styles (not a sinlgle stat) and so on "degrading" and "gimmicky".


Please show me someone who made such a comment and wasn't a solo player.

There already are achievements that give permanent bonuses. There are also Dungeons which give you permanent buffs when completed.
No I don't play this map solo, why you would even assume such shows the fact that you're not reading what I've been saying.

If you don't add some sort of stat scaling to items and just use flat bonuses with pretty effects they are indeed gimmicks. Don't take it personally, a lot of people like flashy effects but you need to either make a late game version of them or give them scaling so that they're not useless late game.

Also the achievements and bonuses in your map are very minor compared to everything else you get, if you read what I was suggesting I said you should add more permanent bonuses like more achievements or consumable buffs of some kind. Make them unique if you wish to add more variety to the map but the fact remains that there should be more scaling items or buffs.

The fact that you seem to like to call anyone with contrary opinions to your own a "solo player" just shows that you want to dismiss us instead of trying to improve your map.

I specifically mentioned playing with friends
 

SpasMaster

Hosted Project: SC
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Messages
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I placed the whole "solo player" argumentation in hidden tag specifically, in case you have a team.
-You call a "unique" effect "flashy". Let me inform you that there is giant difference. I care little about visuals. I care about item effects that add mechanics and different builds into the game. But I won't go into this topic since all you want is pure stats. Which is boring however you look at it.
-You cannot have scaling items in a game where you have item qualities. You have common, uncommon, rare, epic and so on. That is the "scaling" of the game. Items from greater qualities are stronger than the previous ones. Epic items are designed for the late game therefore they don't need scaling.
-And final thing: You are playing with friends and you have a hard time dealing with Normal difficulty? I assumed you'd be playing solo, because I've never seen a team struggle with a difficulty lesser than Hell. I have no idea what you guys are doing in there, what you are buying and so on, but that's just silly... If your team cannot deal with a simple challenge like that, then its your team that is doing something terribly wrong - not the items.
 
Level 2
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Nov 13, 2013
Messages
15
1)Major shortcut/flaw found near the flesh golem if you use flame warden to cast hydra near the right side of the darken area the darken area lights up then he can cast again on the lower ground which lights up the resurrection stone then your hero can be recalled to it then fight the last boss.
2)The legend of the jek'ken is bug played the two nagas swim out and collect the small statues, activate it and the quest began but when i slay jak'ken the quest remain unsolved..................
3)the ultrasafe teleporter does its teleport has completely random chance cause have been using it for 3 hrs by all 3 character but still didnt get teleported to the pheonix area.
4)It is said there are 6 legendary item.. found five(hammer,bow,staff,dawn,pheonix egg one) how to obtained the last one
5)Are the 2 tokens for the red item only obtainable from chest?
oh..last one.. what about tusker and Garthok?what are they...
 
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Level 3
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Jul 10, 2010
Messages
50
I placed the whole "solo player" argumentation in hidden tag specifically, in case you have a team.
-You call a "unique" effect "flashy". Let me inform you that there is giant difference. I care little about visuals. I care about item effects that add mechanics and different builds into the game. But I won't go into this topic since all you want is pure stats. Which is boring however you look at it.
-You cannot have scaling items in a game where you have item qualities. You have common, uncommon, rare, epic and so on. That is the "scaling" of the game. Items from greater qualities are stronger than the previous ones. Epic items are designed for the late game therefore they don't need scaling.
-And final thing: You are playing with friends and you have a hard time dealing with Normal difficulty? I assumed you'd be playing solo, because I've never seen a team struggle with a difficulty lesser than Hell. I have no idea what you guys are doing in there, what you are buying and so on, but that's just silly... If your team cannot deal with a simple challenge like that, then its your team that is doing something terribly wrong - not the items.
-Yes you can have scaling items with games that have item qualities, I don't know where you got the idea that it's impossible. You just make the higher quality items have more of a scaling (10% compared to 5% for example).

-No I don't want just pure stats on items and you need to stop sticking to that as your main counterpoint. I want unique effects on items that are useful at the same time, you can add whatever cool effect you want to items and we'll approve of it. But the problem is a lot of the unique effects you add to items have very poor values so while they make the item more interesting ultimately they're not very good.

-Lastly, your final point is seriously to insult the friends that are playing with me? This is why you have such a huge problem understanding where I'm coming from. You are too used to playing with only people who want to play at the highest difficulty level possible.

My friends are not the best at wc3, I know this and still play with them and try to help them improve because they're my friends. Again to reiterate what I've tried to say before is that you need to balance the lower difficulty levels for players who don't play the map often or are not the best players. You are raising the difficulty level way too high for my less experienced friends to have fun anymore because to win they have to stat grind constantly.

What's the point of an easy or normal mode if it is still too hard for a casual wc3 player to beat without stat spamming?
 
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Nov 13, 2013
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spas i have a request does item that are luck depended can you like make it obtainable from other sources like eg.(1) the altar has a another tribute which is expensive and low rate but give you chances of greater item like epics and the luck depended ones.
(2)A super expensive item that causes the altar tribute to give chance to drop the luck depended ones ..
it still make the items luck depended and give alternate source also
 

SpasMaster

Hosted Project: SC
Level 24
Joined
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Messages
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Please, somebody, at least hint where the anvil ? (Sulfuras weapon)
It's close to the Bordo boss later on in the game. Once you get there, it's hard to miss it. ;)

spas i have a request does item that are luck depended can you like make it obtainable from other sources like eg.(1) the altar has a another tribute which is expensive and low rate but give you chances of greater item like epics and the luck depended ones.
(2)A super expensive item that causes the altar tribute to give chance to drop the luck depended ones ..
it still make the items luck depended and give alternate source also
I like that idea. I'll consider it.
 
Level 3
Joined
Dec 7, 2009
Messages
54
Please help:

The place after you disable the 3 arcane towers after stepping on the circle of power behind them, what can I do to proceed to the next area? It says: This door is locked and seems to be openable in a peculiar way.

I've been stuck for hours and haven't been able to find the clue! Please help!
 
Level 2
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Jul 22, 2012
Messages
25
Hi spas, Kykeka is some angry, but has some right in this point "You are too used to playing with only people who want to play at the highest difficulty level possible." i'm in a spanish group for this map (cause the group of topic is always off or play hard with not intention of finish). and usually all play of 2 and the difficult has up a lot, touching the hardest/impossible, have to play very careful and smart (and farming) to get the normal finish and take at least 4h... (isn't relaxing)
¿Maybe can consider a bonus (significant for a game, no to a start) for two players?.

Also a idea; will be good a full gameplay of you or other pros to help who initiate, require a several games become a normal player xD
 
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Level 5
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Aug 30, 2010
Messages
138
my friends got disconnected while we were fighting in the hall with the cave that periodically spawns mobs before the mymidon fight and the orc in a cage :/
 

SpasMaster

Hosted Project: SC
Level 24
Joined
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Messages
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the map has disconecting problems everytime we attacked the level or teleported ....

my friends got disconnected while we were fighting in the hall with the cave that periodically spawns mobs before the mymidon fight and the orc in a cage :/

I believe both of these are caused by desyncs. Desyncs are very individual and are most of the times related to Warcraft settings, Connection or PC settings. There isn't a universal bug that I can "fix". Try changing your game settings and so on.

For example, back in the day there used to be a bridge in the early stages of the map. When crossing the bridge on my laptop I got disconnected. When crossing it on my PC, I never had any issues. It's really out of my control and I am afraid I cannot help with desyncs. :/
 
Level 8
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Messages
216
I believe both of these are caused by desyncs. Desyncs are very individual and are most of the times related to Warcraft settings, Connection or PC settings. There isn't a universal bug that I can "fix". Try changing your game settings and so on.

For example, back in the day there used to be a bridge in the early stages of the map. When crossing the bridge on my laptop I got disconnected. When crossing it on my PC, I never had any issues. It's really out of my control and I am afraid I cannot help with desyncs. :/

Well maybe you could check for something that DOES exist in those certain parts and DOESNT exist anywhere else thats causing these... problems.
 
Level 1
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Jan 11, 2016
Messages
2
Hi, I'm new here in Hive Workshop. I love this map, it's very good. I found 22 of 23 Secret Areas, resolved a lot of puzzles, crafted Sulfuras, Atiesh and taken the Thori'Dal, completed The Scepter of the Queen, and do all the quests except "The Sunken City" and "Explorer", but I'm still stuck in some of them:

1.- I know where is the Phoenix Egg, but I don't know what I must do to take it, T.T.

2.- I can't open the rolling stone door for access to Marn the Spirit Walker Quest.

3.- Master's Chamber Right Door (I know that Left Door is only for the Creator Map).

4.- The Legend of Dawn, I have ALL the materials, but no the Book >.<.

5.- For me, is the Legend of "Ghost Key", because it's really a GHOST ITEM.

6.- I read something about Abandoned Hut... I found nothing.

7.- Magical Pen, The Ghost Key is for that?

8.- Maybe I'm missing something else...

Please... help me... I'm playing in solo and the time has reached 20 Hours! T.T.
Sorry for my Bad English, I'm Spanish.
 
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SpasMaster

Hosted Project: SC
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Can someone please tell me where and how to reforge the Queen's Tiara?

Thanks!!
The King can help you. :)

1.- I know where is the Phoenix Egg, but I don't know what I must do to take it, T.T.
Sooo, we're having the map revealed, eh? Try to find a tool that can teleport you there.
2.- I can't open the rolling stone door for access to Marn the Spirit Walker Quest.
That's where the Ghost Key comes into play.
3.- Master's Chamber Right Door (I know that Left Door is only for the Creator Map).
Both doors can be opened by players. They require tools that do not spawn every game, so all you need is luck.
4.- The Legend of Dawn, I have ALL the materials, but no the Book >.<
How do you know what the required materials are, if you don't have the book? It's related to Ghost Key again.
5.- For me, is the Legend of "Ghost Key", because it's really a GHOST ITEM.
Getting the Key is pretty hard. The tools needed to get it once again do not spawn every game. However, they spawn quite often, so you might have had them and then sold them, because you didn't knew they were related.
7.- Magical Pen, The Ghost Key is for that?
Yup.
 
Level 2
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Aug 14, 2014
Messages
11
A Tool that can teleport T_T
I know one but it's just random, and not 100% teleport
and 300secs cooldown T_T
Is there another teleport with more accurate?
 
Level 1
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Jan 11, 2016
Messages
2
Sooo, we're having the map revealed, eh? Try to find a tool that can teleport you there.

Really... no, I could see it thanks to the "Wyrmrest Defender" item, I don't know if it's intended.

Both doors can be opened by players. They require tools that do not spawn every game, so all you need is luck.

Great!, It's good to know that, since according to previous answers of this thread I read what I said about the left door.

How do you know what the required materials are, if you don't have the book? It's related to Ghost Key again.

I discovered that because a user couldn't find the "Corrupted Essence", and I already had the "Nerubian Egg", "Kerrata" and the "Corrupted Essence".

Getting the Key is pretty hard. The tools needed to get it once again do not spawn every game. However, they spawn quite often, so you might have had them and then sold them, because you didn't knew they were related.

Uhm... so... I'll play more! :vw_love:


Thanks so much for the reply. Sorry again for my bad english. You saved me a lot of time.

But I have one last question: "Broxigar's Enchanted Axe" does have some use, or "Keg of Ale"?
 
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Level 1
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Jan 29, 2015
Messages
4
Great map but got crashed a lot of times after more than 2 hours of playing. i don't have this issue on other maps except this one. I suggest u create a save/load code function like gaias and TKoK.
 
Level 1
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Messages
4
You can save your progress with the regular Warcraft 3 save system even in multiplayer.

My issue is that I can't predict when it is gonna crash to save the game because i always play with my friends and in multiplayer it only allows to save 1 time i think, and sometimes when i save it got crashed before it can create a save file.
 

Wos

Wos

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Aug 27, 2015
Messages
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My issue is that I can't predict when it is gonna crash to save the game because I always play with my friends and in multiplayer it only allows to save 1 time I think, and sometimes when I save it got crashed before it can create a save file.

A good idea about when to save is to save before certain places or events, or just save every 30mins of progress or so.

Remember, that in LAN mode, you can save game only once per player. In order to save more, you have to load the game from the last save you've done. So after every second or third save, you should immediately do a load.
 
Level 1
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Jan 28, 2016
Messages
7
Hi

I'm new here :)

This is the most interesting map with non-cheesy difficulty RPG i found.

Currently doing, the unsupported, solo playthrough using Necromancer.
That guy is strong af! And broken as well.

The problem is, i'm stuck at 3 arcane towers after Fel Ravager. What should i go ? I have destroyed those tower. And killed Ferric's guardian (Fel Orc with Stormweavers) but have NOT open the gates there. I'm just at the tower.

Confused, then i go to lvl 10 on Twin Corridor and killed Hajazta, Roshan, General Human i forget the name, and Ghoul there. Then i looted the Treasury Room.
Am i broke the game ?

Please give me hint :) I'm lvl 7 btw. No cheat (is that possible ?). Easy Normal mode.
Thank you
 

SpasMaster

Hosted Project: SC
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Hi
I'm new here :)
This is the most interesting map with non-cheesy difficulty RPG i found.
Thanks.

The problem is, i'm stuck at 3 arcane towers after Fel Ravager. What should i go ? I have destroyed those tower. And killed Ferric's guardian (Fel Orc with Stormweavers) but have NOT open the gates there. I'm just at the tower.
Ok, in order to help you, you need to be more clear. I am confused. After the 3 towers, there is a locked gate with 3 braziers infront of it. So I assume you haven't opened that? But if you did not open that gate, how did you get to Feric? And if you somehow bypassed that gate, what is stopping you?
Confused, then i go to lvl 10 on Twin Corridor and killed Hajazta, Roshan, General Human i forget the name, and Ghoul there. Then i looted the Treasury Room.
Am i broke the game ?
No, you haven't broken the game, you just went to the lvl 10 area before you were meant to. Not a big deal, nothing is broken.
 
Level 1
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Thanks.


Ok, in order to help you, you need to be more clear. I am confused. After the 3 towers, there is a locked gate with 3 braziers infront of it. So I assume you haven't opened that? But if you did not open that gate, how did you get to Feric? And if you somehow bypassed that gate, what is stopping you?

No, i use skeletons on other side of the gate and kill Feric's guardians.
I havent open the gate with 3 brazier, i dont have the clue how to.

No, you haven't broken the game, you just went to the lvl 10 area before you were meant to. Not a big deal, nothing is broken.
Good then, i just thinking that bypassing previous bosses would trigger event which should not happen. Such as Overlord, i haven't open that gate too. But the ghoul somehow aggro me when i approach the gate. He walk-through-wall.

Maybe you should nerf Raise Dead cast range to Tinker's Factory.
 

SpasMaster

Hosted Project: SC
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Messages
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No, i use skeletons on other side of the gate and kill Feric's guardians.
I havent open the gate with 3 brazier, i dont have the clue how to.
Use the Kalisean Torch located infront of the "Skeleton Tomb Dungeon".

Good then, i just thinking that bypassing previous bosses would trigger event which should not happen. Such as Overlord, i haven't open that gate too. But the ghoul somehow aggro me when i approach the gate. He walk-through-wall.

Maybe you should nerf Raise Dead cast range to Tinker's Factory.
To open the gate leading to the Overlord, look for the Moonstone item hidden in the Treasure Room. After you find it, use it on the circle stones in the right combination, where Hajatza used to be.
 
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