• 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

186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


186388-albums6607-picture72240.png

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

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

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


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

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

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

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

Archives

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

SCREENSHOTS

























TRAILER

HEROES

Intelligence HeroesStrength HeroesAgility Heroes

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

CREDITS

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


Contents

Sunken City v2.5.1c (Map)

Reviews
Moderator: -Kobas- Contact: Visitor Message / Private Message! Date: 24-Dec-13 (14:27:40)Personal Comment:One of the most polished maps, of its type, that I had a chance to play. Beautiful terrain, nice story, well customized heroes and enemies...
Level 1
Joined
Jan 27, 2016
Messages
9
Hello makers of the map I'm a long time player but a first time poster. I just wanted to say this is my favorite map in warcraft 3 map and wanted to thank you for making it. As of right now my friends and I are playing heroic + insane and we're having fun with it.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hello makers of the map I'm a long time player but a first time poster. I just wanted to say this is my favorite map in warcraft 3 map and wanted to thank you for making it. As of right now my friends and I are playing heroic + insane and we're having fun with it.

Thank you for your kind words, glad you like it. You can always join our Garena Clan and play with us if you want to! :)
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
14
In 2.1.2 I think I find a lot of bugs that were not there before.

1. My friend was playing a rogue last night, and since he picked "Sword of the General" item when he was attacking some enemy with an ability, the player after the cast was running away on his own, instead of attacking. We tried removing all items from all his backpacks, and reset glyphs, but didn't fix it. He said that his rogue was normal before he picked "Sword of the General"

2.The flesh golems that are controlled by the power circle are getting one shot at some point (100% to 0% instantly). The first time it happened, it was the off tank who died first, and soon after the main tank. This doesn't occur on players, though.

Game Mode: Easy Heroic
Classes: Mage, Warlord, Rogue
Map Version: 2.1.2
Played through Battle.net

That's it for now, can't wait for 2.1.5 hehe!
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
14
When he was casting shadow step, his player was just running away from target. Same more or less with the other abilities. He says his rogue had a tendency to go away from creeps and not autoattack after he picked Sword of the General, or something else that happened at this boss or around this boss.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
When he was casting shadow step, his player was just running away from target. Same more or less with the other abilities. He says his rogue had a tendency to go away from creeps and not autoattack after he picked Sword of the General, or something else that happened at this boss or around this boss.
If you happen to have a replay of that game, that would be awesome.
 
Level 1
Joined
Jan 27, 2016
Messages
9
Id like to leave a suggestion for the next patch which is can we pick our colours for our hero's plz?
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
14
If you happen to have a replay of that game, that would be awesome.

Unfortunately we didn't finish this game so I don't have a replay. The next day, my friend had a problem with his key shortcuts, and we were wondering if the bug I mentioned is related to some shortcut problem with his laptop and TFT instead of map bug. Unfortunately, I am unable to find out. I will try my best to find out. I will try to load some save game and see if I the bug happens again if the rogue equips the Sword of the General.

Scepter of the Rag'tegal (Warlock Class Item) doesn't seem to work in 2.1.2. After i obtained it, i tried to use it to reset my ultimates cooldown but it does nothing. Unfortunately no replay.

----

Suggestions: I see that this map has great balance, mostly in hard difficulties. There are some things, though, that seems to be needing fixing. I don't have a list but I can point couple.

Some Achievements, are impossible in hard difficulties. For example, the Ghostbuster Achievement is impossible in Hell Heroic. Because simply we don't have enough dps to get him down, and we are not even close. I think we lost the achievement while boss was in 70% hp or something. Maybe you can increase the time according to game difficulty?

Some items are obtained too late in the game. Dawnbringer for example is obtained almost at the end of the game, and we can't really enjoy it for long enough
Shamans class item is a blue item, and at the point, we got it last night it was not even close being a fair item to put in our shamans inventory. Maybe you could upgrade it to epic quality to make it worth using it.

----

And Some Questions:

I wonder, what Hadeis, the lost tuskar does. Does he do anything or he is just an NPC.

4.2) Hadeis is an Easter Egg - tribute to a Team Member.

I've managed to get dragon tokens a lot of times, but only one at the time. Never managed to get a second one in a single game. Always getting the token from the same place, so i wonder how its possible to get both tokens in one game. Is it a rare chance to get the token from a chest or something?
Ok i think i found the answer in this forum. The second head might be a very rare drop from all chests, libraries, Weapon Racks in the game.

Masters Chamber Passwords. Hm.. i don't even know what is that supposed to mean. How can i enter passwords there?
 
Last edited:
Level 1
Joined
Jan 27, 2016
Messages
9
Ghostbuster is completely doable with the right team my friends and I did the achievement on insane+heroic. Our group comp was Paladin (me) a Warlock and our dps was a Spell Thief. We killed him under 40 sec. The only achievement that I think is hard is the fire orbs where it rewards you with 300 gold
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
14
Ghostbuster is completely doable with the right team my friends and I did the achievement on insane+heroic. Our group comp was Paladin (me) a Warlock and our dps was a Spell Thief. We killed him under 40 sec. The only achievement that I think is hard is the fire orbs where it rewards you with 300 gold

Hmm.. we tried as Warrior, Rogue, Shaman. Not the best combo i know. He roots, he sleeps, two melee is a bad choice. I don't know maybe i will try with other characters. About the fire orbs, we did it easily on Hard Heroic, but we didn't really tried it hard last time. On Hard Heroic was fairly easy after a couple of tries.
 
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I think I know why now, it's because we had the warlock in the group. The warlock has mad dps that stomps out the spell thief. Also I think the fire orb achievement also stacks with summons so that might have been the issue idk.
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
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I think I know why now, it's because we had the warlock in the group. The warlock has mad dps that stomps out the spell thief. Also I think the fire orb achievement also stacks with summons so that might have been the issue idk.

Could be yes. When we did it on hard i had warlock too, but there are certain fights that adds cause more problems so simply i don't use them. For this fight we kited it like crazy. And we ended up making the achievement easily
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
14
Question how do you get the warlock item anyway my guy who wanted gave up lol.

I don't like to give up the puzzles of this map, because thats the beauty of the map. The answer for this question is rather simple. Tell him to ask his inner self (as a warlock). He will find his answer.
 
Level 1
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Jan 27, 2016
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Jesus I was wondering what you meant but it hit me he could just summon something to hit the trigger lol damn cant believe he didnt see that
 
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Mar 14, 2015
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About The Future

SpasMaster
may I ask you about your thoughts and what you feel about this new version of the map?

I'm asking coz' after those big changes in the past versions maybe it's just me but I somehow feel like the fun and excitement of playing the map and looking forward to the new versions isn't what it was back when I started playing this game more than a year or two years ago.
It's like eating the same delicious dessert over and over again, you'll eventually get sick of eating it

I'm just concern and curious about the future of Sunken City is all.
And don't get me wrong, I still love the map.

maybe it's just me
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
What you are feeling is absolutely normal and has to do with the genre, rather than the map itself.

Understand that a Dungeon Crawler map's replayability is bound to get exhausted. I have always been aware of this fact and tried (and still keep trying) to make every time you play as different from the previous as possible. But eventually you will try all heroes. You will try all items. You will complete all quests and find all secrets.

Things like:
  • Random events like Infernal/Doom Guard spawns
  • Items and Legendaries that cannot be acquired every game
  • 24 Heroes
  • Different modes
All of those exist to make each game you play different from the last one. But up to a certain degree. Which is why you are getting "tired" of the game at the moment. I suggest you take a break from it. Don't read the latest changelogs or anything. Come after 5 months. 1 year. That way, when you do come back, you will get surprised again. :)

To answer your question, though: In the last 5-6 moths I encountered some real life difficulties. I had to work and study which is why I had very little free time and which is why versions are released much rarely than usual lately. I am getting more and more frustrated with the World Editor issues that appear in a big map like this. But I am not giving up. I will keep working on the map, but my main goal for now is optimization, improvements and bug fixes. I am in a position where I am held back from creating big features, heroes or systems due to the massive amount of things that exist in the game and the issues they bring with them.

So what are my current plans? Well, I'll give you a list of things I hope I can create and implement in the game in the future:
  • Improvements to some heroes.
  • Redesigning certain lategame areas (Already made the first step of that).
  • Reducing the overall time required to complete the map (faster pacing, not reduced difficulty).
  • Creating a new and unique system that will use the "Food" resource as interface indicator.
  • The usual overall balance, improvements, bug fixes and tweaks.
  • Including new game modes.
None of the above are a promise, but are things that I am aiming for.

I hope that answers your question and concerns. :)
 
Level 1
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Jan 28, 2016
Messages
7
Does summon from Kelgaroth or something intended on level ~4 ? Because idk why does it spawn on before Twin Corridor.
Btw, i hate that event :D
 
Level 2
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Mar 14, 2015
Messages
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Maybe I should take a break from following your map for a while and explore other maps and genres and probably make my own, and maybe the next time I show up here I'll be surprised. Yeah surprise us.
 
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Feb 7, 2016
Messages
1
Great map. Just a few things if i may

1) Queen's Tomb dungeon does not seem possible with Lokan - he is literally too fat to walk around the red tiles... Therefore i cannot complete the Kings Scepter recipe.
2) Still having trouble finding
a) a Royal Ruby, described by some people as 'behind an obelisk' where banshees are near the lvl 4 dungeon
b) Norzdormu token - is this a rare drop?
c) Sulfuran Ingot - page 50 suggests its an unclassified shop item, but its not there.

Cheers
 

Wos

Wos

Level 2
Joined
Aug 27, 2015
Messages
14
Great map. Just a few things if i may

1) Queen's Tomb dungeon does not seem possible with Lokan - he is literally too fat to walk around the red tiles... Therefore i cannot complete the Kings Scepter recipe.
2) Still having trouble finding
a) a Royal Ruby, described by some people as 'behind an obelisk' where banshees are near the lvl 4 dungeon
b) Norzdormu token - is this a rare drop?
c) Sulfuran Ingot - page 50 suggests its an unclassified shop item, but its not there.

Cheers

Royal Ruby is there. Close to the Banshees. You have to look more ;)
Norzdormu token. There are 2. They are extremely rare and they have a chance to drop from chests. There are some chests that have bigger chance to drop.
Sulfuron Ingot can be bought from a vendor.
 

Deleted member 247165

D

Deleted member 247165

Omg!! A new update? I've been waiting for it! Man your game is a wonderful RPG...I played all heroes, my favorite is the Tauren Druid! They all have cool abilities, and the resources you used are very aesthetically and most of them are in HD. Really good job! Keep up the work! ^_^
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
When u just woke up and found that ur favourrite hero got nerfed

I'm sorry, San. Generally, I haven't seen the Necromancer getting picked often in my games. Pair that with my recent inactivity and when few days ago I got in a game with a Necromancer, he was just destroying everything on high difficulty without much effort. I compared the stats of Skeletal Minions with other summons in the game and it was out of control. I lacked data for the Necromancer and recently I got it, so he had to be adjusted. He was one of the first summoner heroes who came out before all the Glyphs and many of the summoner items. Those tools made his minions extremely powerful. So this is basically a much needed balance change. He is still very strong, don't worry. He just isn't extremely strong due to being outdated. :)
 
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Level 5
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Feb 3, 2014
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Hmmmm... This RPG map is great! Shame I just play it alone here :( hahahahahha perhaps someone can play with me hahhahahahhaah

P.S. them random Doom Guards and Infernals just broke my heart hahahhahahahha my 2 grunts XD
 
Last edited:

Kusanagi Kuro

Hosted Project: SC
Level 10
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Mar 11, 2012
Messages
708
There is a bug with the grunt. I've completed the challenge but cant control the grunt. My team consider of Warlock, Tidewarrior and Berserker. I'll update the replay when I complete the map :D.
 
Level 2
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Nov 5, 2011
Messages
11
Rare Bosses spawn

Hey Spas, i already told you - i love that map 5/5 best map at wc3 :)
I played it lots of hours with friends and alone. I'm close to know all secrets, but there is something i would know.

The Rare Bosses spawn depends on the choosen Difficult Mode? So if i have pick hell or insane there is a better % to spawn any rare Boss than on easy or normal?
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
Hey Spas, i already told you - i love that map 5/5 best map at wc3 :)
I played it lots of hours with friends and alone. I'm close to know all secrets, but there is something i would know.

The Rare Bosses spawn depends on the choosen Difficult Mode? So if i have pick hell or insane there is a better % to spawn any rare Boss than on easy or normal?
Rare Boss spawn chance is not affected by difficulty. :)
There is a bug with the grunt. I've completed the challenge but cant control the grunt. My team consider of Warlock, Tidewarrior and Berserker. I'll update the replay when I complete the map :D.
I think I know what happened. I wouldn't call it a bug exactly... I mean, technically it is a bug because you don't get the Grunt, but that's happening because the Grunt is given to the player who kills the Naga Boss. When the Grunt kills the Naga, he is given to himself basically. :p
I'll see what I can do.
 
Level 7
Joined
Dec 19, 2014
Messages
300
I requested the clan now, but i still got no answer. How long does that take? And how will we play this then? I can also just start Warcraft3 and play the map in the internet then. We can (and must) use a private LAN network or Battlenet. We have no other choice. So how can i find the game SunkenCity there? I would open a new game myself if i could, but i have no administration rights there. I already tested the map in single player. Here is my RPG map:
http://www.hiveworkshop.com/forums/maps-564/labyrinth-nightmare-275997/?prev=status=p
 
Level 2
Joined
Apr 8, 2013
Messages
27
save problem !!!

Hi guys, has anyone ever encountered a problem about saving. Have been using many hero while playing with my friends, but today I decided to play single to study about Necromancer's item build. I did save a couple of times, then a problem occured saying that I have not enough storage to perform the saving command. In case u guys would like to know, my C disk is still 22.8Gb free.
link for the saving problem: http://postimg.org/image/5d8zxny73/
this is me before saving: http://postimg.org/image/wgazv9tt5/
At first I just thought I've summoned too many minions. But when they all got killed, I did save again but still "not enough storage"
This is from the txt file report: http://postimg.org/image/nzuovaoxl/
tks in advance if someone can help me, I really don't want to play again without finding an item build solution for Necromancer.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,994
@Mistletoe, Crashes are hard to indentify. I'd ask you to send me the Crash Log file, it may contain some info.
I can only suggest 2 things for now:
1) Get Warcraft 1.26. The old 1.24 is known to cause such issues.
2) Set all model quality to high.
 
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