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Terrania v1.14T

Submitted by Lahey
This bundle is marked as approved. It works and satisfies the submission rules.
A Hero Defense / RPG / Adventure

Choose a hero from six classes. Three combat heroes and three craft heroes.
Combat heroes should defend the crafters, while crafters support combat heroes by making items and defense buildings.

The story of the map gets slowly unfold during the game. Between waves, heroes can find items and do secret quests.

-Save system
-Credits are ingame

Discord: Discord - Free voice and text chat for gamers

Changes v1.13 -> v1.14T
Option

---Message from the Developer---
Due to recent Warcraft III updates (1.30 & 1.31), Terrania received some new bugs. Two abilities (Slicing Sprint & Crushing Jump) caused the game to crash. There's no easy fix for this so I've temporally disabled these abilities.

---New features:---
*None

---Bug fixes:---
*Iron Bar can be picked up again.
*Some issues regarding the Upgrade Mine ability have been solved.

---Finetunes/Changes:---
*None

Changes v1.12 -> v1.13
Option

---Message from the Developer---
I had big plans but with the release of 1.29 & 1.30 it crippled map development. There are still some non-Terrania issues going on which is mostly sound related. I have however worked on some further tweaks.

---New features:---
*Added 1 new icon.
*Combat heroes that are level 30 now receive three experience after every wave.

---Bug fixes:---
*Knockback now works on Golems.

---Finetunes/Changes:---
*Armor of Xy is replaced by Vest of Chi (including new stats)
*Intro and outro got a make-over.
*Kinetic Flash no longer causes a small freeze.
*Changed the order of Rank abilities for the Builder.
*Crystal Duplicator I now has it's own icon.
*Crystal Duplicator III model is slightly enhanced.
*Crystal of Clarity model is enhanced.
*Crystal of Clarity shows the amount of clarity gained when receiving it.
*Reduced collision (pathing map) of quite a few doodads.
*Aligned a lot of floating texts, mostly by applying the z-axis.
*Mana Shield is buffed.
*The range of Chain Healing is increased.
*Some minor changes.

Changes v1.11 -> v1.12
Option

---Message from the Developer---
Another batch of lovely finetunes. I will finally address the combat aspect of the map in the next update. I've made some good plans for it already, but I just need to find the time and motivation to do it.

---New features:---
*Added 1 new icon.
*Added 1 new ability. (Drop all items for crafters)
*Added 1 new command (-cam)

---Bug fixes:---
*Fixed a bug related to the -skip command.
*You can now learn skills from the School when your inventory is full.

---Finetunes/Changes:---
*The rank abilities of the Builder have been swapped around to make the Builder more useful early rank.
*Changed the hotkeys of the abilities in the Shared Spellbook.
*Moved the Brilliance Aura from the Shared Spellbook to the Hero.
*Increased level 1 and level 3 dispel buffs target area.
*Crafters will play two new animations during certain conditions. (Bag & Lumber)
*An earthquake will appear when a Crystal Dup III explodes.
*The death animation of the Dredge Mill has returned.
*The Forge now plays an animation.
*Changed the visual and audio part of Panic Rush.
*Slicing Spin can no longer hurt air units.
*Some minor changes.

Changes v1.10 -> v1.11
Option

---Message from the Developer---
After years I've returned to release another update because I've discovered that there is an active Terrania Discord (discord.gg/5EPacmj). Although I don't have the time or motivation to do a complete overhaul of the map, I love finetuning it and that's what I've done.

---New features:---
*A Legendary Crystal Duplicator can appear.
*Added 3 new models.
*Added 7 new icons.
*Added 2 new abilities.
*Added 1 new command (-skip)

---Bug fixes:---
*Fixed the two barrel explosions so they still work when the trees are unblighted.

---Finetunes/Changes:---
*All combat gear have their fonts styled and their stats better displayed.
*Fighter's secret ability is no longer a channel ability.
*Defender has a different secret ability.
*Cleric has a different secret ability.
*Cleric's Abolish Magic is replaced with Dispel Buffs and will level up in wave 6 to counter the golems.
*Walls that are under construction are dark.
*Walls that have been upgraded are more yellow.
*Damaged items are darker and have grey font color.
*Crystal Duplicator I and II have their own model now.
*Changed the repair sound and SFX of the Crystal Duplicators.
*Changed the Slicing Sprint sound.
*Unblight Plant upgrade, Seed Flower upgrades and Crystal Lamp upgrade have hotkeys now.
*Build <structure> have hotkeys now.
*Repositioned some abilities in buildings.
*Boss 8 Howl of Terror is enhanced.
*Level 1 & 2 Mine upgrade result in a different visual appearance.
*Moved the Rank 16 Aura from Shared Spellbook to Hero.
*Changed some Hero animations while it's casting certain spells.
*The School now has it's available skills at fixed locations.
*Some minor changes.


Keywords:
defense hero survival lahey terrania adventure unique nature hard elven
Previews
Contents

Terrania v1.14 (Map)

Reviews
Moderator
16:56, 14th Nov 2009 ap0calypse: Approved
  1. jokerbla

    jokerbla

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    You need 200 exp points to make gold ore. :hohum:
     
  2. FriendofDave

    FriendofDave

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    Great Game!!!

    I've found Terrania to be a great game thus far. I've played all of the classes and over 20 matches and the only problem i've had is a couple of server desync's which is no reflection on the map itself. Overall I really enjoy this game, it requires great teamwork and multitasking abilities for the crafting classes and great combat via the tank/dps/healer combo. A decent amount of items and quests also keeps the game interesting.
     
  3. InfernoRock

    InfernoRock

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    One question here, how do we work on the Destroyed Fountain? I can't really figure it out how to work that thing....
    Btw, it is a good game =D
    Rate 5/5
     
  4. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    This game is buggy, easy to win and has repetitivness problems.

    Firstly, codes should not give you major boosts like new vital skills, instead they should only give improvements to those skills or skills with a little edge (like a max rank builder can enchant his own mines while any bot can enchant mines at any rank).

    Secondly, you can repick at map start to spawn 2 explorers to use one as an LoS helper. This is not a problem but makes no sense.

    You can lure bosses from base permantly buying you infinite time to build up making the game winiable with just 2 people (if not even solo). I advise making the boss attack the base every minute to garuntee that a lurer must atleast activly lure and can not abandom him somewhere.

    Prevent duplicate mills spamming text messages all the time for the same opperations (allow only 1). Same goes with the forge which bugs with more than 2.

    Make all buildings have a self destuct ability usable only by the owners, or give it to builders. When someone leaves their buildings should be changed to random current building classes. This is to help prevent noobs blocking up space or if red dropped the inability to destroy badly made buildings.

    Crystal lamps when upgrade and killed generate a free crystal. This makes no sense and could even be used to replace a lost crystal type. I advise reworking it so that crystal lamps stack (their aura) but with diminishing returns (2 lamps deal like 1.5 times the damage of 1 lamp) and upgrading them needs the crystal type (the one they make appear from nowhere) and probably another brick (twice the cost). This would reduce the penalty for overlapping them while still encouraging spread but also ballence them by upping cost.

    Fix the agro on towers to be more reasonable. Curently the bot's attack flowers have insane agro and get thrashed by range but also mess up enemy mobs and can be used to literally tower defense maze melee troops using walls and crystal towers to thrash them without them even attacking. This is also to comment on the crystal towers which have near no agro suspite dealing insane damage. To fix, eithor make the crystal towers also deal damage (via triggers) so they have agro or up the hp of the tower plants so they do not die as esilly and greatly reduce the HP of crystal towers so that they die easilly (to compensate for near minimal agro).

    The way code EXP is gained should be different. Currently people can easilly leach like 100 exp a game via constant suicide and power leveling the first few. My idea to combat this is to make it so you only gain exp once for reaching a level bracket and if you die, you do not gain any exp until you reach past that level again. To make this more fair, I advise changing the death cap to a level percentage (rounding down) so that you can revive your current hero for losing 1/3 of you levels or change hero for 2/3. This encourages people to stick to one job and does not make deaths so game breaking late game for low rank people as well as fixing any abuse problems with rank exp. Repicking should give a 1 or 2/3 level loss (depending on how much you like it) to the person to discourage it.

    The game needs more waves (atleast 1 or 2 more) and the final boss should be different. Currently you give 25 free exp for nothing just because he spawned and you use item. This makes no sense as it is harder to kill him than to get the item and convert him. Instead you should make it that the item only works at 1/4 or 8 of his hp so you still have to fight him to win. Even better would be it reducing his power and him goining your side to unlock a final wave where he helps against the true final boss.

    Building class hero exp gain needs to be redone. All 3 of them should gain no expierence from combat kills. Builders should only gain hero exp from building buildings, they can be any buildings (even wall and stuff with low exp value) but they are rewarded from their jobs. Blacksmiths should only gain hero exp from doing work at the forge, any skill that needs the forge should yield exp (orbs exception). Botinsts should only gain experience from planting important plants (like the tower ones, or the seed MKII), converting ground to grass (that should give largish exp if done right to encourage converting the map but obviously upping mushroom cost) or making power potions (ones made with kinetic flash should also give exp but logically both should be reduced to comensate for the new sources). This would reward people doing their jobs more and make leveling interesting.

    Grass / blight needs to be reworked. As the game progresses, it should become more and more important for there to be more grass (encoraging the restoration of more of the map for sucess). Blight could eithor give bonous HP reneration (exponential with wave) so that late waves are impossiable on blight, stat boosts to the undead or stat penalties to you. Dirt should be as it is, a netural terrain. Grass should do the opposite, giving eithor a boost to you or a penalty to the enemies (but that is a fixed rate and does not change with wave). With these changes, it would be important for the team bot to go around and restore the area around where fighting occurs inorder for the game to be easilly winable (not just around building sights). Also this will make some quests harder as they are on blight, like the one arleady is.

    The healing moves of the cleric need buffing. When defenders have 3-4K life it is like impossiable to heal them, especially on the final wave which does insane damage. I advise reworking the holy light ability to always full heal the target but level decreases cooldown, or adding such an ability. Regeneration needs to heal more over longer. The auto cast heals should also be doubled in power. Currently end game it needs literally 2 clerics to heal 1-2 fighters or defenders, combined with the easy deaths you do not have a good result for the class.

    Flowers should decay, its a bad problem when late game you have an entire screen filled with flowers. I advise giving them a 6 minute life time.

    Codes should take less games to reach max, a lot less or atleast there should be difficulties which require high ranking codes and give more exp for them.
     
  5. Genjis

    Genjis

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    This map is great, I even dare to say addictive. I don't play anything else on Battle.net lately XD. However, it's not perfect.

    As some has already mentioned that, the Cleric needs a serious boost. His rank 5 skill is nice, but the heal output at the end of the game is way to low none the less.

    Also, I think that the whole "cleansing the corrupt land" aspect should play a more important role in the game. The quests and the water cleansing aspect are fine, but it would be nice to see the rest of the map to be changed. For instance, change the whole terrain to plain brown ground and finally to grass after defeating a specific number of saves.I know that such a large-scale area boost may be difficult to program, but how about health regeneration connected to the blight? I know it's basic stuff because it's the default thing for the Undead, but then again it's better then nothing, right?

    Other then these two things, I'm totally happy with the game. Keep up the good work :thumbs_up: .
     
  6. ap0calypse

    ap0calypse

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    ~Approved
     
  7. Dakillakan

    Dakillakan

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    Last Test: November 9, 2009
    Good Points +
    + Heroes are rather fun, I appreciate the spell book system and the learning system.
    + Crafters are challenging, to be honest I still don't understand how to play them but I do know you need 1-2 of each.
    + From what I've seen as a hero there are a few weapons, but most of them have Orb Effects, which do not stack =(.
    + A few secret quests, I never did them though, but someone who played before did.
    Decent Points +/-
    - Only 3 combat heroes, a Tank, a DPS, and a Healer.
    - Crafter's should not be played by newbies.
    - Not a lot of Spells to teach, I basically got the Make Pot ability for the heck of it.
    Bad Points -
    - If your a newb you have no idea what your doing, I didn't see any Tutorial and I didn't have time to look since the "pros" were forcing us to run amok to find stuff... I never did = /.
    - Being a Combat hero is booooooring, there is hardly anything to do then to protect the squishy crafters, maybe add a Trade skill system?
    - Without a cleric your SCREWED, I had a level 20 Defender with 4 shields of honor (aprox. 87% damage resistance if memory serves), the cleric left and I died faster then a fat guy eating cake.
    - Levels (from what I saw) do absolutely nothing except maybe adding +2 stats, the spells are powerful, but gaining levels seems to do nothing [several RPG's has a +stat increase skill per level].

    Rating: 4/5
    Yes, the bad points need to be worked on, but from my experiences in Terrania, it was an enjoyable game once you understand what your doing.

    Suggestions? :
    - Perhaps add more Combat Heroes, there simply is not enough for everyone to enjoy, although I am sure you have heard this before = / . I would suggest not using Cliche heroes like "mage" or "archer" but maybe add a little spin-off to it.

    - The Crafters have a 500 attack range, I even saw one guy pick up 6 weapons and kicked more butt then I did [even a defender should be able to kill something on occasion, even though he focuses on.... defending].

    - Maybe do something like what Defiance's and other RPG's do, when a hero hits a certain level he gets an ability in his spell book, since levels seem to do nothing.

    Anyway, good job on your map =D
     
  8. TwistedImage

    TwistedImage

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    Well looking at all these good reviews I've come to realize that mine would look like an epic failure in comparison, so I'll just say this: it's quite repetitive, I was minimized most of my first game and didn't really need to be around even as healer.

    On the description, the plural version of "hero" is "heroes," not "hero's."
     
  9. Don-Para-

    Don-Para-

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    This map's fine, but I think it's somewhat overhyped. It's mostly a "do this or you suck" game. It has potential, however, and it's pretty cool. Perhaps you should make the terrain better. I rate it 4/5
     
  10. knight26

    knight26

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    Very entertaining map! i played it online like crazy for 3 hours with a pro team! :D.
    very addictive..!!! good job! bthw, fighter - WIN! :D
    anyhow, u should make more items when players explore. :p exploration gets boring after a while.. :D
    thanks for making this map! :D
    + rep
     
  11. Darkgamma

    Darkgamma

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    Just one thing that needs fixing.
    In my opinion, Terrania is a... negatively wierd and crazy, nonsense name.
    No offence, but if you don't change it, I might vote against it.
     
  12. EvilForce

    EvilForce

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    There is one idea From me... And its recommended i think...

    Need a class named Caster, :spell_breaker: so he will be the DPS with magics...
    there is just strenght, (tank) agi (dps) and a cleric (int) it is not enough, We need a Magician who controls the power of Magic... Elements,
    Then Everyone will be happy Who is like me (Likes magician classes)
    but don't forget to put unique spells like in every class (well don't put a spell named firebolt and it stuns 2 sec) :xxd::xxd: You know what to do, and i gave my idea. Thanks :cute:
     
  13. Menag

    Menag

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    me and a few mates played it and we really liked it!
    i just have a question, how to save?!
     
  14. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    Wow you banned my main WC3 account from playing in this map?

    Say hello to DrSuperGoodn+1 hahaha, or maybe not.
    Ill just release a 12 player multiplayer max rank code generator map again, I feel depressed that I have to resort to this kind of thing instead of having fun playing and enjoying your map. Honestly I was looking foward to a nice game with my brother as BS and then I find my self kicked by unefficent GUI triggering. Who is the real spoilsport here, cetainly not me.

    Honestly concentrate on making the map and not insulting / degrading players who like the map.
     
  15. Menag

    Menag

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    actually it's useless that you post it here, you can also pm him

    2. why noone answers on my question?
     
  16. Lahey

    Lahey

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    @Menag: Read the first few posts. This question has been asked 2 times and answered 2 times.

    @Dr Super Good: I don't like cheaters because it's not fair to other players who fight for a higher save code as intended in my map. So you go ahead and show off your hacking skills. People like you destroy the will of map makers but on this website you are worshipped for it.

    http://terrania.freeforums.org for Terrania talks cuz I dislike this website.
     
  17. Don-Para-

    Don-Para-

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    Then don't post here :p
     
  18. R.e.A.p.E.r-XxX

    R.e.A.p.E.r-XxX

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    dont use my name!!(signature) XD anyway at least u used it on something cool! :p anyway il say what i came here to say i wana say i tried this map fullhouse!! on garena we barely killed satyrs cuz we were forced to kill 3 of our ppl for stealing items and destroying stuff having in mind like 6 ppl left(idk exactly how much) only 2 healers 1 defender and one fighter (counting the other 3) remained :D anyway i wana say this is an gj map i dont c anything negative yet.....at least not anything i can blame this map about....5/5 suggestion:make defender model to be like defence of utagroth captain since he can actually hit whit the shield it would look better than the actual model
     
  19. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    I think ill test it out tomorrow, logically under a new account using the same parameter code. Am interested to see whats changed.
     
  20. cornus

    cornus

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    Awesome UPDATES ! KEep em' comin~ Btw, u forgot to fix the fighter's freeze bug which will happen when u reach lv20 while doing spin atk in "base". >_>