The 11th Vampire was a PvP non-save RPG that first began in RoC. It had a compelling storyline along with fun gameplay elements similar to that of Against the Darkness.
It defaults as a 5v5v1 map with an optional storyline that focuses on the Lieutenant (The solo player). There is a max level of 26, and a handful of quests to be done that provide various rewards, and the goal to eliminate all competition by killing them til their lives reach 0.
The Fang Squad and The Blood Pack are in a war by night. The town guard unable to stop them has allowed a dangerous procedure to take place. A naive young Lieutenant has taken a non-lethal dose of vampire blood. Will he bring the city salvation or damn it for all eternity? The 11th Vampire has risen.
What's the purpose? How do you win?
You win by PvP. Simply be the first to eliminate all opposition and your clan will reign supreme. Other modes currently include a King of the Hill option, and a blood orb collection mode is next.
Is 5v5v1 the only team choice?
No, not anymore. I've installed a 2v2v2v2v2v1 mode and a 3v3v3v1v1 mode, both of which are compatible with King of the Hill and the Default modes.
What are the quests and how do they work?
Quests are optional and driven by a plot. Some however can be considered merely sidequests or fillers.
They will typically give Vampire Blood to vampires, which is used to purchase valuable artifacts. However they may also yield a few other rewards a vampire may find useful.
For the Lieutenant, you recieve level up scrolls and weapons, but some quests may yield useful items to help you defeat the vampires. Some high level quests can expand the plot, and allow you to side with certain NPCs and alter gameplay.
So how does the gameplay work. I mean, how do you level and get items?
Leveling is done by killing civilians for blood, which allows you to purchase level up scrolls from havens. As you get stronger, you can start killing guards. This will allow you to level up without spending valuable money.
For the Lieutenant, doing quests earns you paychecks and items, all of which allows you to purchase level up scrolls and slay Vampires for EXP and gold.
You can purchase weapons from NPCs, buy transportation that lets you get to and from areas safer and faster, and kill enemies for equipment.
Be smart when playing. You can't go out of the safety of a haven when day breaks, or you will die. You can gain vampire blood by slaying vampires. Vampire Blood can be spent on artifacts. Getting close to key locations on the map, such as the Palace, Vault, or Castle will most certainly get you killed. Avoid this.
As the Lieutenant, it's important to know that taking on any one vampire is pretty easy, but taking on two is far harder. Don't be afraid to run. Dying to a vampire will result in you joining the ranks of their clan. Still, you'll retain all your power from mortality.
So what else? Are there events?
Every few nights a new event will take place that will alter gameplay. The events are increased blood from strong specimens, the release of two Vampire Hunters and their watchers into the city, and a small handful of others that I haven't mentioned such as stronger guards coming out, and new quests made available.
Right now there are no real "Boss Fights." You may fight certains NPCs for items, and some NPCs are more important than others, but they hardly qualify as "Boss Fights." However with the right balance, this may change and the key NPCs may put up more of a fight.
At present, a lot of units have A.I. for their spells, including the Homunculus of the Alchemist.
So how does the Player interaction work, like PvP and Cooperation
Well your team will start out on one side of the map in different Havens, and the enemy will start out on the opposite. Rushing into PVP is as easy as creeping over to the other side of the map and searching for enemies, which can be done in a single night.
The Lieutenant can and typically does go right into PvP. He may do one or two first level quests, but he knows he's stronger than any one Vampire. If he obtains NPC Tynan or Cassidy on his side, this goes doubly so.
If you choose to play with your allies, you'll be surprised at how helpful they are. Each hero can hold purpose on a team. With teammates, you can kill guards at lower levels and reap the reward from it. You'll also have a buddy system, assuring you that any one vampire or lieutenant who runs into you will be caught off guard.
What modes are currently available?
Most of these can be combined to set your modes all at once. There's also packaged commands like easy mode, and individual set up like guard strength & time speed.
-em, Easy Mode changes the duration of Night to be longer and Day to be shorter. Sets guards to weakest.
-nm, Normal Mode puts daytime and nighttime on default. Increases the strength of guards to rank 3 after mode selection ends.
-hm, Hard Mode puts daytime and nighttime on default. Increases the strength of guards to rank 5 after mode selection ends.
-2v, Fight against one another in a 2v2v2v2v2v1 mode.
-3v, Fight against one another in a 3v3v3v1v1 mode.
-5v, Fight against one another in a 5v5v1 mode.
-hc, Haven Control allows you to play for control of Havens to win.
-rm, Will toggle Rogue on death for the Lieutenant on or off.
-ts, sets the time speed based on 3 setting you must type after ts, very slow, slow, and normal.
-gs #, sets the guard rank from a scale of 0 (Easy) to 11 (Insane).
-vlives, sets the life count for Vampires.
-llives, set the life count for the Lieutenant's Vampire.
-slives, set the life count for Vampire Slayers.
-ct ###, Sets how long in seconds you must wait in a Haven before you control it.
-gt ###, Sets the length in minutes the game will last before victory is called.
-en/in, Sets the language mode. Currently English and Francais (French) is supported.
What heroes are there?
Each hero will play a role in the map, and have their uses and disadvantages. Moreso they will all have 4 spells consiting of 1 ult and 3 regular spells. The formula for spell levels is commonly 5/5/5/3. However some heres may have a variant, such as 5/5/5/2/1 or 3/3/4/5/3.
Currently the heroes and their finished spells are:
Vitae Warlock [5/5]
Replace enemy blood cells with your own violent cells. It deals 65 damage, and 40 more damage per level.
This spell will consume 10% of your current blood currency, so long as it's 10 or more, to enhance the damage. Enhanced damage is affected by INT.
Six Feet Under
Units around you willl be drug deep into the earth and pulled to your location. Any enemies in the way will recieve 50 damage, and upon the target reaching you it will recieve 30% of the distance drug in damage.
Each level increases the radius, max targets and damage of this spell.
Rain down fire and brimstone upon your enemies, showering an area in burning basalt.
Each level increases damage of rocks and amount that falls.
Every few kills you will recieve an extra surplus of blood.
Using a summoning ritual, call forth a mighty demon after sacrificing an innocent villager. If the target isn't a villager, it is simply immobilized for 10 seconds. So long as you continue to channel the spell, the unit will take 1% of it's current HP in damage every second. Any attack made against the target will break the channeling.
Each level increases max demons summonable and the cooldown of the spell.
Gangrel Vampire [4/4]
Every attack made will increase your damage slightly for a short period of time.
Duration and damage bonus depends on level.
Rend - Only available in Gangrel form. This ability gives you a 10% chance to steal life when dealing damage.
Each level increases the life stolen.
Drink - This ability is only available in Bat Form. Recieve a permanent lifesteal bonus.
Each level increases the lifesteal bonus.
Hunt - Only available in Gangrel form. So long as you keep this ability active, your move and attackspeed will steadily increase. However each second consumes more and more mana.
Each level increases maximum move and attackspeed.
Flurry - This ability is only available in Bat Form. Blink automatically to any enemy and damage it.
Each level increases damage.
Gain the aspects of a bat upon transformation, becoming a powerful visage of destruction.
Increases your max hitpoints and damage, and gives you your extra abilities. However, you can no longer hide, and your body begins to consume itself.
Each level lowers the manacost and cooldown.
Vampire Assassin [4/4]
Assassin in the Night
Teleport over an area, striking each enemy in range. Enemies cannot be hit more than twice, and are targeted at random.
Each level increases damage.
Blink from one point to another, taking off and landing with a spray of daggers.
Distance teleported and cooldown depends on level, while damage from the fan of knives is determined by Poison Daggers.
Send a flurry of knives outward to strike multiple foes. Each one is tipped with deadly venom. A maximum of two daggers can hit an enemy.
Each level increases damage done with each knife and number of knives thrown.
Swift as Shadows
When this spell is active you will slowly become one with the shadows until you're shape is difficult to see. As well you will move faster and faster, and become more and more evasive.
Each level increases the cap on your transparency, movespeed, and evasion.
Fallen Slayer [4/4]
This chakram is a powerful tool against Vampires. It will slice through anything in it's path, damaging it. It will also do bonus damage to any vampire it hits, even if it's the one who tossed it.
Each level increases damage.
Slash enemies who dare to get too close with a whirlwind of your blade.
Each level increases damage.
Force an enemy to start attacking you. The enemy will not be able to stop for the duration of the spell. Your damage will temporarily be increased and their armor decreased until they stop attacking you.
Each level increases the armor reduction and your damage bonus, as well as the duration.
Using the prowess he once had in his mortal life, the Fallen Slayer discerns the location of his enemies, and sorts them by their strength.
Allows you to pinpoint the location of nearby enemy heroes and units.
Each level increases radius, with a powerful boost on the third level to gain temporary sight of targets.
Throw enemies away from you with a mighty thrash. So long as you continue to thrash any enemy near you will be tossed away and dealt damage.
Damage and radius increase with level.
Devour an enemy unit, slowly digesting it in your stomach. As you consume the unit, you regain hitpoints at a faster rate, but are visible the enemy you are devouring.
Each level increases the damage done during devour and hitpoints regained.
Grow enormous and gain a boost to attackspeed and damage.
Each level increases duration, attackspeed, and damage bonus.
Tear the flesh and blood from a fallen victim and devour it, replenishing your hitpoints equal to it's max hitpoints.
Each level increases the amount healed.
The Returned will spit out bile and bodily fluid, which will damage and slow the first thing it hits. Consumes some of the Returned's life to use.
Each level increases damage.
Vampire Alchemist [4/4]
Launch a vial mixture of several flammable components, including alchol, at a target area.
Causes initial damage and burn damage over time.
Each level increases damage and burn damage.
Create and Concoct
Create a random item in your inventory to assist you, give to allies, or sell to a shop. Casting depletes your mana depending on level.
Each level increases chance of an item being created, the chance of a rare item, and the amount of mana left after casting.
Your damage spills out over an area behind the target.
Transmuting items will have a chance to duplicate a rune twice.
Homunculi gain boosted damage and life.
Concocts Item pool includes more items.
Molotov does damage over time in an area.
Each level increases the strength of these bonuses.
Create and Concoct
Create a random item in your inventory to assist you, give to allies, or sell to a shop. Casting depletes your mana depending on level.
Each second of concocting drains your mana by 10%
Each level increases chance of an item being created, the chance of a rare item, and the cooldown.
Change an item on the ground into a beneficial rune. However there is a chance a highly hostile and dangerous mimic will be created.
Each level lowers the chance of a mimic and increases the number of beneficial runes that can be created.
Take control of an enemy unit for a period of time. Upon release the enemy will temporarily have shared vision of you.
Each level increases charm duration and cast range.
Puts allies near the succubus into a blissful state, regenerating their hitpoints slowly over time.
Drains mana until deactivated.
Each level increases the amount of hitpoints healed.
If the Succubus is attacked she will heal all those around here, and if she attacks those around the target will be hurt.
Each level increases the damage and recovery.
The succubus can sink her fangs into an allied unit to drain half it's hitpoints and recover her own with it. That unit will slowly heal back it's life if it remains out of harms way.
Each level increases the life healed and lowers the cooldown.
Talmascan Turned [4/4]
Slowly petrify an enemy. Should they no longer be able to move, they will turn to stone until the effect wears off.
Lasts 10 seconds.
Each level increases the speed at which their movespeed lowers.
Creates a shield that absorbs damage by using mana. Any enemy who attacks the unit will be repelled by it's nether energies.
Each level increases the damage of the shield and the amount of damage absorbed per point of mana.
Gives additional mana regeneration to nearby friendly units. Also gives them a 5% chance to deal 125% damage from either a spell or attack.
Each level increases the mana regeneration bonus and aura size.
Summons the Ancient knights sworn to gather blood and fighter for their masters.
At level 2 the duration is increased, and at level 3 two knights are summoned.
Pureblood Vampire [4/4]
Create a deep, blood red star with powerful qualities to heal allies and drain enemies. The more who stand within it's emanating rays the more damage it deals and the more it heals.
Each level increases the radius and duration.
Concentrate your telepathic energies on an enemy, ally, item, or area. When targeting an ally or item, you will move them a short distance. When cast on an enemy, you will shove them back and deal damage to them. When cast on an area, you will deal low damage to the area and push everything away from it.
Each level increases damage and cooldown.
Latch onto and attack an enemy while you drain them of blood, replenishing your life. If you should kill with this spell, it will permanently remove 2 strength and give it to you. However if the target isn't a hero, that strength will be removed after 5 minutes.
Enemies cannot move or attack during channeling.
Each level increases duration.
Sanctuary of the Haven
Dissappear to the Havens that protect you and your clan from anywhere on the map. You will slam the ground as you leave, stunning enemies nearby.
Passively allows you to take less damage from the sun which can never be fatal.
Each level decreases cooldown, sun damage and cast time.
Send your claws into your enemies flesh, drawing sustenance from his wound.
Each level increases the damage.
Gives the vampire a chance to attack twice in rapid succession.
Each level increases chance.
Gives nearby Vampires an innate ability that increases their life replenish rate.
Each level increases the amount healed by Life Blood.
Every attack under the effect of Soul Eater will deal amplified damage. However, a portion of that damage will be dealt back to you.
Each level increases the amplification.
Osirian Vampire [3/4]
Call forth deadly carrion scarabs from the corpse of an enemy. While not particularly strong alone, in large droves they can tear an enemy to pieces.
This skill gives you "Gold Scarabs" which are consumed to enhance other spells.
Each level increases the max amount, how many are summoned, and their attack power.
Spray a wicked plume of deadly nethertoxins that deal damage to all units in an area. Amount of plumes determined by golden scarabs.
Golden Scarabs are consumed to enhance the dust's damage.
Each level increases the number of Scarabs used, the base damage, and the scarab damage multiplier.
Increase armor of all nearby units in range.
The number of Golden Scarabs under you control will increase the level of the aura.
Each level increases the base level and how far the Carpace Aura will increase.
Each level increases the burrowing capabilities of the Golden Scarab. At level 1, the Carrion Beetles can burrow into the ground and create a minor dust storm that damages nearby enemies. At level 2, the Scarabs can also burrow into corpses and cause them to explode. At level 3, the Scarabs can burrow into enemies and slowly devour them.
First of i played as Red - Pureblood Vampire lvl 11
- i was at the haven up on a hill (the haven closest to barracks south-east from it)
- i use the sanctuary of the haven spell, turns into bat (i was at the haven when i used the spell another bug wich you are aware of, which i dont mind really)
- it flies at the circle (which lets you enter the barracks)
- the bat is stuck inside the barracks
Enemies seems to notice that im there too but obviously they cant attack me cose im invulnerable.
Please keep updating. Ill keep playing it and reporting suggestions/buggs if I have any.
Edit2: some questions/suggestions
*why did u remove shared allied vision? I believe there used to be.
*i didnt notice how many lifes left i have left, where do you see that?
*if u want more than 2 modes, lets say "-em" "-ar", you type them like "-arem"?
*a -havens command would be great for newbies.
*a -time command that shows in seconds how much longer till night ends.
*pause game at start and show game modes so host can pick them. i didnt notices game modes till i read them on F9 during a daytime. Maybe add a timer showing how much time he has to pick the modes.
Kurt, first... Do not double post. It is against the rules of the Hive. Use the edit button. Second... The first time ever I saw -emar instead of -arem. Also, it is not haves, but havens. And there is! Type -help, then a lot of commands appear, one of them being -havens.
Ok, found a really game breaking bug. gonna upload map. you basically turn immu and you fly... believe it or not
this is how it happend:
*Me, alchemist, was getting chased by slayer, which was fighting us (+assassin) at haven.
*Slayer turns that blade spinning thing when I used the Adrenaline item. I started spamming move to get away.
*I get haste (for the adrenaline buff time) + I kept on flying (from blade spin) + the immu from it.
I really think that needs some serious fix
Btw, has anyone thought about making some sort of guide about quests and so?
When lucas talks goes like "OLD MAN: *text*", instead of "LUCAS: *text*". you changed the model and name, but not from the text
succubus: her skill to turn people into her side doesnt consume mana
I was saying the quests thing cuz I've been writing down just for myself, and i was wondering if someone else had, to check some quests that i couldnt finish, which seemed to be bugged or something, for example Tynan's Prison Key doesnt seem to work and i was wondering if i was doing something wrong
Another replay with bugs.
Playing with Purple:
*After getting the key and coming back, i chosed to join him, and right after I turned into a vampire I died. is it intentional? btw, the text that shows at that moment cant be fully seen.
RECHECK'd -> this is because dave burns inside the cave during daytime, but Tynan doesnt.
*a while after, red starts complaining that he cant move. 2min later or so, i cant either move Tynan. both of us could only move while using a spell (he with blink, me with adrenaline)
RECHECK'd -> it just happend again in another game with me playing Tynan and dave dead.
Hmmm, that's unusual that it won't play. I'll be uploading another version that hopefully will fix all these bugs. You'll have to tell me. Right now I'm not sure why Euphoria isn't leveling up when active. I'll check the scripts board for a solution.
Make sure you update your map with the correct map. The newest version should be dated for the 18th.
I do have a few small things I may or may not implement, like if you get a quest it pops up for you in the right-hand quest log but it pops up for other plays as undiscovered, so that they're aware there's a quest and who gives it, but they still have to go searching around for it.
I've came up with a solution for Euphoria. If you try to learn Euphoria when it's active, it just returns your skill point to you.
Shared Vision has been enabled for teams by request.
Typing -haven will now ping havens.
More french translations have been added thanks to Tanasren.
As a precaution save your newest version incase this version desyncs.
The MakeMeHost bot at MakeMeHost.com has a version of this map. I just sent them the newest version as well. This bodes greatly for those who cannot host but want to play this map. Go ahead and que up the 11th and have fun
IS there a changelog? btw, is this new version named just exactly like the last one? 11thvampire_opt? that can be a real pain in the ass if every single version is named the same. you should really consider giving them some short of version indicator.
Isnt it actually a chance that it can give some kind of error? wc3 checks in your map/download folder whether you have a file with the same name or not (maybe checks size too), doesnt it?
so if i have a version from january and one from february is host,
a) will it replace it inside my folder, therefore if someone hosts and older version my newest version will get deleted
b) im playing a different version than the host
Do you know how does it actually work? I think that might have something to do with the desyncs that happen every 2-4 games.
My advice, keep showing the date stamp on the loading screen, but add a version number on the w3x file's name.
as stacking with older versions. that happens with every single map. if people dont wanna have multiple files that are 500kb they can delete them themselfs, aint such a big issue, at least i do with maps like dota that have many of them.
lol, The Havens ping isn't a big deal. It could be useful anyways.
The desyncs have more to do with certain getlocalplayers not being correctly set up, which is my fault. If you run into one of these desyncs be sure to report me with exactly when and what you were doing.
On another note, if you're downloading the map it usually make a copy and refers that as the right map. However, for the sake of convience, I'll put the version number on the map for players.
Team 2 shadowmeld still does not work. Guards see me even after 3 seconds of not moving (no, I was not affected by fire) Also, could the minigames be distributed randomly since the very beginning? It would be more balanced I think.
You are doing a great work with the game, good luck!
One more thing...I was playing on LAN
Is this map still being worked on? I've recently started to play it again and you had a lot of ideas that you were working on implementing and I am really looking forward to see this map grow even more. If not, then that's okay too. The work you've done so far is really great and I really appreciate it, being an 11th Vampire veteran and all.
no he is not, he had many plans for this map, i had too and he often accepted them, it was awesome and fun
but he realised that he could work on this map forever and always make it better it would never be finished, and the fact that playing this map on Bnet is almost impossible now made him go on another project (not a WC3 project). Pm him if you want but he may not answer xD that's why i dare explaining here. His new project is something like Sims i guess
the things i regret for this map are bugs, quests not finished (if i'm right), and not seeing my name on a PNJ xD
Well if nothing as you helped me plenty on this map.
Unfortunately Tanasren is correct. I no longer support VD&D or 11th. The decline of WC3 steered me away from projects. I'm trying to create games on new platforms now. But I appreciate all comments and concerns; Also I apologize for any bugs and wish I could devote time to removing them, but alas I cannot.
I found a way to fix the shared vision bug .. at least until the new version is released , here's what you should do.
1. close 3rd and 4th slots(4th and 5th and 6th slots if the mode is -3v)
2. type -2v in game
3. have fun
(I tried this only in -3v and it worked, not sure about -2v)
Added an underground subway station complete with tunnels and rooms, accessible by Trinket Havens and the old waygate spots.
Fixed several broken quests, including Lucas being chosen for -die and not getting a reward.
Fixed lighthouse quest and made it first person gets the car and no others.
Fixed a problem with Khyannon the Alchemist not giving the rest of the quest after seeing QotD.
Fixed the "Going Rogue against Queen Charnis; Allying with Cassidy" or Assassinated Queen quest for the Lieutenant, so he can now turn against Queen Charnis if Alexis is killed and she is put in power.
Made Santino a much more difficult combatant when he's provoked.
Added a quest that can convert one player into a Slayer to replace the computer controlled ones. Balance is being applied.
Changed Spit on returned to Locust.
Changed Clash! on Fallen to Discipline.
Added a base mana cost to Alchemist's Create & Concoct.
Fixed Warlock's Hellfire.
Made Blood Knights less powerful.
Changed Assassin in the Night to Shadow Walker, and False Assault to Dummy Allies.
Changed Nosferatu's Blind to Rush of Terror, and added a chill effect to his Ghast Strike.
Changed Pureblood's Blood Star to Crimson Pulse Aura.
Added the new Osirian hero.
Changed Lieutenant's Divine Shield to Vampire Form.
Added a difficulty amount to hero descriptions.
Made the whole map fogged instead of black.
Fixed Possession duration on the damned souls.
Changed affect of Adrenal Fluid.
Changed the difficulty of Alexis to be easier.
Added Speed Boots for Lieutenant.
Added upgrades for Lieutenant's items.
Changed the way levels are gotten. There is an EXP amount that pops up for all kills. No more buying tomes.
Fixed a large number of bugs with some systems by replacing said systems. Updated a few of the tools and spells in the map to be more efficient. Fixed certain lines of code to no longer bug out. There is a possibility new bugs were born, but there are far less of them.
Added a system that determines who last did damage when a player dies, incase they die from sun or guards to avoid giving blood.
Added a Subway Train that you can board, and if it hits you while you're on the tracks it kills you.
Changed the cost of items to accommodate for no tome costs. Players can now focus on buying things they want instead of levels.
Gangrel has recieved an overhaul of his Hunt and some other skills, including Bat Form.
Fixed a lot of bugs with Assassin.
Fixed bugs with a few systems by overhauling them to more updated systems. May produce new bugs.
Fixed bug with Havens not teleporting correctly.
Fixed the issue with a few quests.
Added Apocalypse Bead in lieu of Fire Gift from Santino. Made Santino very difficult when aggroed (As difficult as requiring teamwork). Santino can have his aggression reset by being out of combat.
Rewrote a few skills to make them more efficient code wise.
Rewrote some tool-tips to be more accurate.
There was a lot of changes made to pivotal systems, which I hope fixed one or two painful bugs. Unfortunately some game-breaking bugs still remain. Also, this version needs more extensive testing as I don't have the time to test it by myself in single player.
I know you're working on another project right now , but are you going to update this again ?
And I have some questions about the map , if you choose to redeem your soul and join the lieutenant in the fight , you get one of three(warlock ,vampire slayer and assassin) heroes , do you get them randomly or smth ?
are there more heroes like them ?
Don't you think 3 gold /2 minutes is a bit low since they don't have any quests ?
To be honest, I don't plan on picking up 11th Vampire at any point to continue working on it.
Reason is, there's some sort of corruption in the map that's causing the Timer system (Which handles 70% of the game) to just stop working over time. It's been present ever since I released the map.
My theory is that it will fix it if you were to import all the trigger folders one by one into a new map.
The problem with that is moving the terrain. If I could find some way to start with a new map with the same terrain I could do this. Unfortunately the only way is to copy and paste sections at a time. A very time consuming task on my computer.
So that's where the map is at. I'd start working on it again if this could be done and the fix worked. This kind of fix has worked for bugs in my map in the past.
Anyways, there was suppose to be Risen Slayer quests but I stopped working on the map. There was going to be an alternative version for every vampire, but stopped working on it. I was going to add a concubine (succubus), nobleman (pureblood), and some others.
I love this map played old versions but this version have an terrible bug that occured to me 2 times
One time it was standard mode, but Dave could see the Fang Squad team, and our Shadowmeld didnt worked (Even against guards)
Second time it was the 2vs2 mode but again our Shadowmelds didnt worked, guards could still see us while invisible, and we had vision of other vampire teams
This unfornunate match is happening as i write this down infuriated that it happened AGAIN