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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.
The development has started back in 2015, but full development began with 2016
Paladins!
Paladins start at an impenetrable fort. You complete local quests and earn gold in order to improve your allies (upgrades for Militia are avalieble at your forpost's altar). You are allied to the Militia clan(AI), they offer items and also help you protect the villagers by patrolling the map.
Dreadlords!
Dreadlords start out at a random location, controlling only shades for a few mins. In the early game shades can scout, find secrets and increase future power of Dreadlords. 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. Every villager you kill raise as a unit of Undead clan(AI) who are completely independent and will attack nearby militia and citizens. Undead units that are about to die can be consumed by "Essence Preservation" skill, that restores Dreadlord's hp and mp, and moreover, gives you Dark Essence resource. You should definitely go and make upgrades on your necropolis, that is located on north east side of the map. All upgrades inflicts undead, that will definitely make them much stronger units so you can capture Hellmouth.
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.
.Militia patrols map, defending a Citizens with a lot of scripts.
.Citizens can run to safest place, self-defence and calling for Militia
.Undead making groups, attacking nearby living, a lot of scripts.
-Higi quality terrain
-Custom models/skills and artifacts
v4.6.2:
-Bug fixes
-Cast bars are added
-New abilities for Steam tanks
-Terrain changes
v4.6.1:
-Bug fixes
-Balance changes
-Reworked invisibility system
-2 additional upgrades (each one for 2 teams)
v4.6.0:
-Reworked win conditions (bring a lot of new staff in the late game)
-Bug fixes.
-Balance slight changes
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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. Item GoldCoins by
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. If you find any of them - send it pm to me so I can have nostalgia
Going to be happy if you try it and give a feedback to improve!
Credits should be given. You could write a list being helped by this: Resources in Use by The HellMouth 3.4d | HIVE
Would be nice including the original author of the maps you're referring to and their project names.
Not sure the AoS tag fits really...
But this time I do a real comeback and this map will get a new version.Some functions are broken a bit in 4.4. That's my bad. Ill definitely fix it.
And you will get everything I listed above + some balance change + new staff (it's good, Ill promise)
I MAY even add a new game mod, that's directed into 1x1 gameplay. Playing 1x1 is quite boring, I always knew that. And I finally came with an idea how to fix that and change game rules a lot for that.
Expect it to be released in 1-1,5 months, not later next year.
Anyone who is wondering what that map is, GRAB your boys, read some rules, and give it a try. Might be the most original map you will ever play.
4.6 will have reworked wins conditions (wont include in 4.5 coz it's already full of stuff).
DREADLORDS: If you manage to kill 80% of citizens, your primal focus is now to destroy Paladins Obelisk. All undead units (AI units) get attack and movement speed boost, and Dreadlords get Dead Lightning spell (drains movement and attack speed of enemy gradually for 5 secs).
PALADINS: If you manage to survive for 33 mins, machines will come up from the south west of the map, willing to destroy Undead Grave (the thing Dreadlords starts the game at). Machines do massive damage explosions and has massive hp. Paladins get the Holy Bolt ability (strike and stun everyone in a line).
Note that both conditions might happen at the same game, there wont be any restrictions.
I've carried that idea for a long time. It will work perfectly fine (thought it might require some terrain changes for good reasons), because current goal are just lame and feels unfinished.
It might mark the day I would finally finish the map idea.
Somebody told me the world is gonna roll me
Someone told me that there should be a mount/dismount system for team Paladin, as they tend to walk around big map like fools.
I guess HOTS like system will work just fine, BUT I believe it may cost me removing many custom Paladin models and replacing everyone with the same one.
Info update: since I want this map to be played on 1.26 too, and because of strange stupid restrictions on 1,26 engine, mount system for Paladins would have restrictions, like being mounted won't allow paladin to use any skills and items. Feel sorry for that, because it would be much better without that restrictions, that's stupid, but, there's no other way.
Info update v2: i actually did find a way. Gosh, its so cursed, but it does work. So nevermind what I said before!
The most problematic part of this game, win conditions, will be reworked in the next update 4.6 Expect huge additions in the win conditions and 1VS1 game mode. Might be the last update, so Ill try to polish this game as much as possible.
I will also add new items, rework in-game descriptions and gameplay information to be more clear, and probably add new upgrades
Might take a while, but promise to release it within december.
Tried a map? Tell me about your expierience and bugs encountered.
Glad to tell that new win conditions are done, and they should work pretty well! Hell yeah, I'm finally feeling relieved with map idea, it just feels like the gameplay idea of it is WHOLE, not just some representation of a game.
I may release it here without some additional context, may postpone it to make 4.7
Because want to share with 4.6 next Sunday! That's the day.
In next 10-12 hours Ill upload 4.6, and leave a link to youtube demonstration gameplay (4x4).
Some people had genius fun playing it, so Im feeling relieved hearing that.
At the bad side, I encountered an evil bug that make Paladin "vanish" from memory (that means he cant either respawn or use skills properly).
IDK why this is happening, its very rare but it may happen, it will take some time for me to find out how is it happening.
If you encounter such bug, please let me know and share with me your saved replay!
So, you might notice 4.6.1 wasn't released there. I have not tested it in multiplayer so I had some doubts about releasing it on hiveworkshop.
4.6.2 suggest some life improvements and balance changes.
All I actually plan to do right now is to add new upgrades. I'm out of any other ideas.
I noticed that people are well tempted to play long enough as Dreadlords, there are little % of players that abandons the game for the first 10-15 mins. But Paladins has more %. Im actually curious what I'm able to do. Especially for the first minutes.
I dont have any "mounted" version for Mountain King, Blood mage, or "unmounted for Archimage, to release them as possible hero pick for the 1 team.
Nevertheless, there might be a possibility to let picking a neutral hero (alcemist, brewmaster, firelord). It wont break game rules if there would be only 1 player able to switch paladin to neutral, but I do wonder how to implement it good.
I did lie to you again. I was too busy working on new content and reworks. Anyway, I had a pretty doubttful politic meaning I used to upload new versions here over and over that could have broken the balance or game mechanics completely. Sure Ill update hellmouth here someday, and all the things I said means you will get a stable version, but as for now Im still working on a new stuff and do not want to copy map at 2 different version for now.
Glad to announce Im gonna stick for a new version for while, so once I finish it in 1-2 weak , Ill take the time to translate it back into english.
Once translated, there wont be new updates for a WHILE. I will be busy at work for next 2 months
My map got attention from the russian community, so dear hiveworkshopers, give this map a new chance this time.
Sorry my friend, I just dont see a reason to translate it back into english right now.
I still add some content into the map, and most of all, I'm looking for a way to improve Paladin's gameplay graudally. There is currently much more troubles to win as Paladins rather than DreadLords. DreadLords team sucked ass for a long time, and in the way making their gameplay more accesable, I changed many rules on the map. It made Paladin's team life much harder, so now Im currently developing new ways to improve their life too.
It's still being reworked, while adding new content such as items, heroes, etc.... Yeah, all this time.
It would be MUCH different from what you have seen on gameplay video I uploaded.
And it'd be just cooler.
I decided that I need more time on other free-time activities, such as drawing, so I guess I will be departing from HellMouth soon. That means I will actually translate map into english and upload here, since it makes sence if I will finally release the HellMouth I always dreamt about. Yay... I got tired, I really want to make everything that came into my mind before ending my develpment, so as soon as I finish my last updates, and optimize them with balance patches, Ill translate it and upload it. In 2-2.5 months that should take
The lastest version avaliable at hiveworkshop is in english.
Im just pointing out at the fact this map is not being updated for months already due to the newer version have been switched into russian, and now I'm disinforming people by saying "I will translate it into english, Ill update the hiveworkshop version", and it's not happening again and again.
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