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The Devils Cave

Submitted by pflasti
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
The Devils Cave


HowToPlay
you choose one of 4 heroes and walk through the several rooms of a dungeon
  • your hero doesnt have a normal attack, you have to use ur abilities to fight enemies
  • (every hero has like an 'normal attack'-ability you will use most time)
  • use the hotkeys (Q, W, E, R) for your abilities!

some tips:
  • try to dodge enemy attacks! (enemies do high damage but most have a weak aim)
  • collect scrolls to activate further abilities
  • use keys to open chests/doors
hero classes


Fighter
  • good at tanking and weakening enemies
  • has the most hp and hp-regen
  • runs out of mana fast, when using both offensive and defensive abilities (especially when fighting bosses)

    Archer
  • has the strongest primary attack-skill
  • excellent at fighting single enemies (especially bosses/elites)
  • can be overwhelmed by masses of weak enemies

    Wizard
  • has the most powerful damage-spells of all classes
  • excellent at fighting masses of enemies
  • has a primary attack that is weak against single targets
  • can use spells in rapid succession, because of his high mana & mana-regen

    Priest
  • has lots of healing spells (not potion-dependent)
  • his spells make the whole party more durable
  • only one damage-spell at the standard configuration


Screenshots

[​IMG]

Credits

i used some custom icons/models wich are all downloaded from the hiveworkshop, check the questlog ingame to see credits

changelog

v1.0
Map created

v1.1

heroes:
  • all heroes have 4 abilities now
  • changed the fighters model into the 'footman'-model
  • new icons for the fighters abilities
  • mana-costs of archers abilities are now more balanced
  • priest now has more healing spells

    items:
  • item drop system is now trigger based (items drop randomly)
  • a lot more items for all classes (all of them are usefull now, in their way)
  • added spell-enhancing items
  • added spell-replacing items (turns 'X' into 'Y')
  • items, which provide aditional spell-like abilities now can be triggered with the 'F'-key
  • added custom item-classes (like 'robe', 'staff', 'magic tome' etc.)
  • added an item stack system for potions

    bosses/enemies:
  • added a diffculty system which can be handled by player1
  • improved the bossfights, bosses now use AoE-spells and revive on higher difficulties
  • made enemies damage clear arranged (like 5-5 instead of 6-7)
  • slightly balanced enemies stats

    dungeon:
  • changed the dungeon-concept a bit (it is more linear now, added a new Door)
  • you get your abilities earlier now
  • added treasure chests, which can be opened by keys
  • added spike traps, which appear at a different position every time the map is played

    & fixed tons of little bugs etc.


this version is way more fun now

please rate and tell me what i should have done better ;)


(I still work on the system and i plan more maps with different terrain, but i'm very lazy at terraining and actually i'm not very good at it too, so if someone wants to help me with a new map by spending some time in the terrain, just tell me. i appreciate any kind of help at this point)

Keywords:
rpg, hero, heroes, dungeon, devil, cave, roleplay, medieval, action
Contents

The Devils Cave (Map)

Reviews
Moderator
10:36, 23th Mar 2011 -Kobas-: Status: Rejected No any progress at all. 15:22, 11th Nov 2010 ap0calypse: Rejected (until updated) This map needs an awful lot of work before it can get approved.
  1. 10:36, 23th Mar 2011
    -Kobas-:
    Status: Rejected
    No any progress at all.
    15:22, 11th Nov 2010
    ap0calypse: Rejected (until updated)

    This map needs an awful lot of work before it can get approved.
     
  2. Goolygot

    Goolygot

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    Maps must be in English!
     
  3. Darkzealot_128

    Darkzealot_128

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  4. WherewolfTherewolf

    WherewolfTherewolf

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    Is that really necessary Dark?......

    But yeah, your going to want to translate your map into English - for a map to be approved it must be in English (or at least have English as an option if you make your map have multiple languages within it).

    I would comment more on the map but you protected it, and atm I don't have time to play through it
     
  5. pflasti

    pflasti

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    I translated it to english, i hope u will try it out anyhow
     
  6. light bolt30

    light bolt30

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    The description also needs an improvement; here's a list of BB Codes to help you.
     
  7. pflasti

    pflasti

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    thx lightbolt :)

    i applied some changes
     
  8. Zealon

    Zealon

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    It dosn't look too bad, I'll check it out :)

    By the way, you still need to add more to your discripition, even though you have made it alot better. Its still lacking a story and proper explaination.
     
  9. pflasti

    pflasti

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    thx @ Zealon for the advice

    but i'm not sure if i understood it the way it was meant. Sry for this, i'm new at uploading maps, but i want to improve, so maybe after u tried out the map u can tell me something concrete, i defenetely missed in description. that'll be very nice :psmile:
     
  10. kevlamin

    kevlamin

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    Nice map; although it would be soo much better with a story, don't have to add one, thats just my opinion. I'd say 4/5 cause its awesome and challenging =D
     
  11. 13lackAce

    13lackAce

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    i played it and it was a really nice map, but i and a friend(we played it with 2 people) think that the healer should have a heal from begin and a aoe heal on skill 2 or 3(he have 2 dmg skills, fail for a healer).
    another boring fact is, that the terrain is always the same, maybe add some other areas like a ice area or something with special in it, like glacier who shoots out of the ground or something, it would be interesting then
     
  12. ap0calypse

    ap0calypse

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    First of all: you should rename the map to "The Devils Cave" or something, the file name may be whatever it is now, but please change the map name to something more general.

    Off to the map itself:

    Objects:


    You should really rework the objects.
    One thing you have to learn is how the damage formula works, instead of damage such as 5-5, you get 6-8 or whatever.
    In maps like this, it can be quite bothersome.
    And there is a huge lack in items, most of the mage-items are useless either way as my mana regenerates way too fast without the items.
    The spells are all standard, run-of-the-mill spells (nothing special).
    Heroes don't have experience, they just have 3 spells (the fighter 4, and you only get the second spell halfway in the game, way too late).
    The no-damage-only-spells idea is good, but please: make more spells and redo the system to get spells, as nobody wants a game where they can only use 1 spell for the majority of the time.

    And instead of triggered drops, everything is pre-set (it lowers the replay value a lot).

    Triggers:


    Another thing you might want to rework.
    Your triggers contain awfully much leaks and are very inefficient.
    The entire category Durchgänge can be done with a single trigger that would work better than what you've got at the moment.

    Terrain:


    I wouldn't have done the terrain like this myself, but I guess it passes for a standard terrain.
    At the very least, I'm happy you didn't use cinematic doodads and you tried to make it more interesting with a few doodads.

    Gameplay:


    I already mentioned this, but you should add more spells.
    And not only that, amke them customizable so the items actually do something.
    I highly suggest you get a better triggerer for that, as your current triggering-level won't really do the job for customizable spells.
    At first, the game is very interesting to play, but it very quickly loses interest due to repetitive creeps, repetitive spells (what a surprise, as you only have 1 spell until mid-game), the lack of items (and even less useful items), the creeps always having 2-3HP left because of their very small HP regen, the constant running between caves to find something etc.


    In general: I like the idea of only being able to use spells to defeat enemies, running through caves to find points of interest, but you executed this very poorly.
    The spells get too boring too fast, there are nearly no points of interest and the items don't even do anything valuable (make them increase the spell damage, or spell critical chance, or make certain items increase only a single spell's stats or whatever!).

    Rating: 1/5 (getting close to 2/5, but only because of the idea).
     
  13. kevlamin

    kevlamin

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    Not later on even with the items you end up down at 10> mana and there are items for the mage which give extra abilities
     
  14. pflasti

    pflasti

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    first:
    again thanks to all, who tested/rated the map. I use all ur suggestions for improvement, which brings me to

    second:
    i'm currently working on version v1.1, which is nearly completed, providing the following improvements:

    - a difficulty system
    - randomized item drops
    - a slightly changed dungeon-architecture (in which u get ur 2nd and 3rd ability earlier)
    - a custom item classification system (e.g. to ensure that heroes cannnot carry more than one weapon/armor/etc. at the time)

    more and better items such as:
    - Items that boost a specific ability (ability X deals +25 damage)
    - Items that change abilities (e.g. archer can choose to change his 'hail-of-arrows'-skill to a 'sniper-shot' which does just hit a single target but deals high damage and slows enemy down)
    - Items that provide full 'ability-sets' (e.g. wizard can chhose to become a pyro-mage, so his abilities change into fire spells which do additional damage or become a lightning-mage, so his new lightning-spells can hit more targets at once)

    and of course lots of little changes in balancing/interface/etc.

    i hope i can upload this new version during the next few weeks and i hope all of you will help me to check up everything

    greetz,
    pflasti
     
  15. kevlamin

    kevlamin

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    =D sounds even better, although if your making better items etc. Add more creep variation and make them get progressively stronger to balance it out a bit -- the creeps were already very easy bosses kinda easy, 'cept the final boss though XD he was fun but I'd still like to see him buffed a bit he died just a bit too quickly without the items you will be adding. Also make like a 30-60 second delay before the win trigger kicks in, just to chat and possibly organize another game.
     
  16. pflasti

    pflasti

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    i already worked on the bossfights, bosses now fight normally, summon minions or use AoE-spells in phase.

    my actual problem is, that i cant scale their hitpoints to the amount of players, cause if i do so via handycap, my triggers, triggering the phases wont work any longer. At present they work like (if life of BOSS < 1000 then...) but if there are more players and the boss has more hitpoints then it doesnt work, cause the editor doesnt accept variables in this equation (e.g. if life of BOSS < x then... | x = 1000 * number of players).

    maybe someone can tell me how to fix this?
     
  17. kevlamin

    kevlamin

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    Maybe use something like if Players = 1 and Boss hp < 1000 do actions else if players = 2... and so on ?
     
  18. PetrKubelka

    PetrKubelka

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  19. pflasti

    pflasti

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    uploaded version 1.1

    thanks for all the testing/advices, its now way more fun to play/replay

    i hope the map can be approved, its now ready for another try ;)