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The HellMouth < 3.8a >

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Correct me if I violate Hive's rules by creating theme to uploaded map, but, I guess, I wanted to spread news about map without updating map every time.

[COLOR=
crimson
]The Hellmouth development [/COLOR]
133086-373e292f7eb2527714480699dba8c15b_tn2.jpg


Description!

The Hellmouth is 4x4 map where you can play as Paladins or Dreadlords. Each side has completely different gameplay and goals in order to win. I can't really define the genre of my map. There are arena elements, AOS, and a lot of other unique features all combined into one. [/CENTER]



[COLOR=
crimson
][/COLOR]
[COLOR=
crimson
]
Paladins![/COLOR]

Paladins start at an impenetrable fort. You complete local quests and earn gold in order to improve your allies. You are allied to the Militia clan(computer), they offer items and also help you protect the villagers by patrolling the map.



[COLOR=
green
]
[/COLOR]
[COLOR=
green
]Dreadlords![/COLOR]

Dreadlords start out at a random location, as shades. In the early game can scout, find secrets and increase your future power as a dreadlord. Once the timer is over, Dreadlords become offensive units.You are an invisible, stealth based hero, whose team goal is to kill 80%+ of the villagers OR to slay every Paladin. Every villager you kill raise as a unit of Undead clan(computer)who will attack nearby enemies. The Militia and Undead will fight each other.


Features
-Completely unique gameplay never seen as something similar.
-Written AI for all 3 bots - Miltia, Undead and Citizens - have a lot interesting elements of strategy and other things.
-Higi quality terrain
-Custom models/skills and artifacts

< 4.3 c is actual >






Guess it will be. Someday....


[C]

Programming and map design is made by me ToldYouSo.
Artists, whose great models, skins and icons I used: Kotelok by DaUn1T, AltarofLights by Mc !, Wooden Barricade (Animated) by Kwaliti, RejuvenationTarget by Metal_Sonic, Blink Target, Breathoffiredamage by JetFangInferno, Owl by Kuhneghetz, HolySmight by Tranquil, Grass by Belgarath, Glowing Light by neogaidenx, DemonShieldTarget by Devine, Necronage by Blizzard and lraccarl, Hut by communist_orc, Royal Captain by Tranquil, Darknova by marcus158, DreadLord(Pre-beta-look-like) by Kuhneghetz, Arcane Explosion, Blood Presence, Unholy presence by Champara Bros, House5 by Shadow_killer, WorgenManor by Sellenisko, Gallen Trollbane, Sir Valiant, Turalyon, BTNCWTuralyon, BTNGallenTrollbane,BTNCWSirValiant by CloudWolf, Obsidian Overlord by -Grendel, Hanged Pirate on Gallow by Uncle Fester, Holy Execution by Champara Bros, PunishMissle Model by PeeKay, QuestMark1, QuestMark2 by Manoo, BarbarianVillager by Sin'dorei300, Leaves Weather by JesusHipster, OrbOfCorruption by UgoUgo, VoidSkullAura_v5 by xyzier_24, Female Villager 11 by Dreacon, Sun Disk by Azure Phoenix, Runic Aura by Direfury, Berry Bush, Water Heel, Cottage, Homestead, Crypt by HerrDave, HD Peasant by KAIL333XZ, Re-Animated Skeletal Archer by kellym0, Pavment Bridge by Blood Raven, RuinedHightBornTower by MatiS, Pearlescence by Shyster, HeroDreadlord by shockwave, Heretic by Pins, VillagerMale by inhuman89, Returned Mage, Returned Captain, Returned Archer by 67chrome, RunicRuneKeeper by Daenar7, 7 boxes health bar by stan0033, Sliced exp bar by SA Dashie, BTNHolyRetribition, BTNHolyProtection by Blizzard, BTNUnholyResurrection by viiva, BTNDisturbTheDarkness, BTNIceWand, BTNObsidianOverlord by NFWar, BTNNetherSwap by 4eNNightmare, BTNCryptStalker by Darkfang, BTNDemonForgedAtlas by JollyD, BTNTreantHide by JollyD, BTNVoidWalker by morbent, BTNUnholyPresence by Blizzard, Hunter's Mark by JesusHipster, ThorasThrollbane by Mister_Hauddrauf, Variation8 by MatiS, General(Stormgarde), Militia, Danath Throllbane by Ujimasa Hojo.

Thx for translating support:
robizeratul

[C]

Inspired by some really OLD ROC maps I couldnot even find now but been playing back in old days. It was easy to develop my gameplay concept much deeply than their original.

Hellmouth downloading page
 
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Im getting back, and this is what I am planning to do (with specific plans):
1) So until Paladins go to complete each quest related with rebels, spiders, or anything else, the map is going to be randomly attacked by enemy npc. This will make gameplay more alive whatever heroes are going to do. Some of enemies will also react to Dreadlords, as they can attack them or run away.
2) Citizens will likely to have some AI roles. Children may go out of their fixed area, women may call for Militia for much more area (when being attacked or losing his children somewhere), and men may likely to fight enemies, especially when it comes to protect his family, workers may repair buildings.
3) To the beggining of the game there will probably less Militia units, but every area may have barracs, so they spawn more units. I will probably add more buildings like Lumber (gives more armor to buildings around), and Farm (giving more health to Militia), but for now im not sure how to implement this into balance of the game (require much more effort and attention).

A new hero for Paladins team is postponed now due to just it's not really actual this map need. I'm really excited to make this plans, because Hellmouth for the first time in a long time is going to transfrom into something great.
 
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You think I posted it and gave up?

2 days of hard developing, getting late for work, but 1 step is DONE and it work nicely.
I called neutral attacks as RAID, and here are some features of it:
-Raid gets stronger by time (so it makes sence to complete quests as fast as possible)
-Raid can only spawn on non-visible places far from heroes and settlements, so there wont be some HUNTDOWNTHEFREEMAN moments.
-Still I havent completed Raid's behavior, they cant run from heroes to retreat and etc., and it will completed after remained 2) and 3) steps.

Im really glad because it seems to be the great ideas that complement open world and make gameplay is more interesting.
 
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Well, for some strange reasons, "Protection against evil" that allow Citizens to set fire enemies by torch hasnt been working until now. I fixed it and it should work well.
Also if you attack workers when they are harvesting lumber, they... will react in no way. Fixed.
I also noticed that Citizens are not reacting at Militia nearby getting attacked, so they dont call for help and dont even run. This looks so unnatural and I've never realised that. Now it works with some features.
 
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2.09.19
Gosh, I has not even started the 2rd step, but somehow I managed to spend about 15-20 hours of making... I don't exactly understand what, but here's a list:
1) City's terrain improvement
2) Destroyed regions now have more decorations as destroyed buildings, and some things u better check yourself in 3.9
3) Destroyed regions now spawn a dark source, an invulnerable concentration of some... bad... Bad powers! Giving additional essence and damaging all enemy units if they dare to walk around.// It's regarding way to prove your domination on a map and solves eternal problem with collecting essence at least a bit. It also gives a safe place to Dreadlord's team
4) Citizens may run and call for additional police if they see Militia nearby atis getting atacked. //This will make Dreadlord's start game harder, but they have got something better.
5) Undead groups now gives a vision to the point(unit) they are going to attack. //This gives more space to let Dreadlord see Undead AI's behaviour, since then I have never decided to let them control AI a bit.
And some minor changes (because it often related with balance, and nobody gives a **mn at balance as I see):
1) Initiation's duration increased from 10 to 12 // why not?
2) Zeal is now instant skill with no time to cast // It was really boring when it had to be casted first, making Paladin even more clumsy.
 
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I decided to release 3.9 without 2) and 3) step, because there's already much stuff people can see. Probably tomorrow

Yeah BOY! A FREAKING... fountain OF ESSENCE!
Big thx to Mythic, you artwork is amazing, just what I needed.
WC3ScrnShot_090319_053342_01_1baeccd0710ac0699.png

WC3ScrnShot_090319_053530_02_1135096bcf1cfe817.png

WC3ScrnShot_090319_053602_05_11f7d633e9b406489.png

dWiw

dWi4

dWi7
 
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3.9 is coming tomorrow.
It brings:
.New gameplay ideas
.Bugfixes
IT will probably solve PlayerDisconnection problem (since I noticed I understand nothing in sound editor and I've made real mistakes there)
.Some rework content
.Normal description to both teams
 
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3.9 sucked out of me all strength. I'm gonna take a short break, but be sure, 4.0 is gonna released this September, and it will be epic. There's a lof of ideas I should release.

Feel glad to get some feedbacks. Even if I have my expectations about forcing Hellmouth to Reforge engine, the matter of fact: it's not only originality that makes game popular. Like dota did, it also should be brilliantly made, taking care of every detail. So I want your feedback even if it require new knowledge. I dont care.
:peasant-work-work:
 
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I'm completely disappointed coz I'm still getting messages that this game keeps players disconnected. I can't test this, so I don't know what can exactly do that, but I'm gonna completely remove every GetLocalPlayer() functions (except for text it should work fine anyway).
I was doing everything by guide, this is a real question for me why this still happens.
 
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I guess adding more scripts to Citizens with roles IS not my priority now. I am working on a new quest for Paladins team. I already made a terrain for that and wrote a scenario for it. It's not perfectly directed, but... It will be more interesting than any quest before, though.
Then
I make some balance rework
Then
I add new uprade for both teams.
Then
I add more artifacts
Then
I consider myself to diversify hero types on Alliance(team).
And then
I start a work on citizens.
But I'm not sure this all will be a part of 4.1
 
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Im really proud of myself, I spent so much affort and time on developing Hellmouth.. But it was worth it.
I also had patient to convice some ppl test it for me, as I was telling them what exactly to do while I was checking for Debug. And I feel like that I solved every serious problems with this map. At least, after testing through multiplayer and single multiple times, I could'nt find any bug.

Though still feel a lil bit frustrated, coz these bugs could be solves much time ago. Well, that's a life.

Im getting a break. Maybe for 2-3 weeks, maybe for more. Anyway, hope you enjoy this map!
 
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Yeah and for everyone who is wondering: the game rules starting from 3.9 to 4.3 was completely REWORKED. As for the most change, I've never thought it's a good idea to let heroes getting respawned after dead, but since balance is changed, I implemented it and turned out it was great idea.
 

bethmachine

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Man love the dedication, havent really checked the map out. But have to say the thread is a little barren so try put some screen shots of the map and Im sure you'll get more interest in it.
 
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I've got a lot of nice and neat ideas for Hellmouth, but since I need material things and fully dedicated myself to work stuff, I dont have time for Hellmouth. Developing requires all the strength I have.
Hope I'll continue to work in a mounth.
 
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The new update is a half way done, it has so much rework stuff and new content such as new quest.
I really try to not cause some bags in game by bring a new update, but I guess I will fix it immediately once you tell me about them.
 
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IMPORTANT WORDS:

Feel sorry for bad english. I used to have a nice grammar and lexicon, but it was back in time I was actively speaking with foreigns just for fun, and also been studying as an english teacher. Now, those days are gone, I spent a whole year in army and almost forgot everything. Really hope Ill describe every sentence I want

Since news of Reforged came out, I spent so much time and effort developing Hellmouth as I wanted this map to become a popular. I've been waiting for any critique I could get so I can mix my ideas and representations with any's others to make this map a good, really good map. I didnt get feedbacks though, so this map has been developed mostly at my own taste and vision. It also had great bugs, but if I didnt mess anything up at 4.4, Hellmouth is fully working at it's current state, although 2 months ago it was a mess itself.

But the real dual thing has happened with me as I has been making it as MULTIPLAYER PROJECT NOW.

So why this thing is dual? Because it made me both sick and happy. Sick of a much enjoyment I lost during develoment. It still entertains me, but I spent a lot of effort in making Hellmouth a way diffrent. And it made me happy because I have some expectations this map will definitely be loved by some sort of people if they try it, and Ill be happy to keep developing Hellmouth for them.

But in real life I intend to lower my expectations, so there are some final ideas I'm gonna release in FINAL 4.5 version. I've been postponing these ideas since the beginning of a 2019 because understood this map needede a lot of rework stuff.
1) A new hero option for Player(4). As Player 4 can choose a neutral hero instead. Panda/Tinker or something else with hero's own strategy and stile.
2) New upgrades for team 1 and 2.
TEAM PALADINS:
  1. Iron Golem guardians for each active settlements,
  2. Militia are placing wards to control this map
TEAM DREADLORDS
  1. Abomination units for each region corrupted.
3) Patrols units are going to unite with workers to construct more towers on a map! This will take much time and help from Paladins to protect workers, but sure it will worth it.

That's it guys. Thx everyone who ever tried this map!
 
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