Theramore Hero Defense

Theramore Hero Defense

OVERVIEW

Welcome to Theramore Hero Defense, an up to 6 Players Hero Defense/Siege map with RPG elements.
You have to protect Jaina Proudmoore from enemy attacks.
Pick one out of 24 custom made Heroes and work together with your team to defend the city.
Complete quests, craft powerful items, beat the arena and uncover long forgotten secrets while fighting against waves of enemies.

This is my first published map and my first submission on Hive Workshop.
I don't have a Discord Server so feel free to post any feedback here.

STORY

This Hero Defense is vaguely based on the events happened in World of Warcraft
during the Horde invasion of Theramore led by Warchief Garrosh Hellscream.

FEATURES

  • 27 normal waves, 10 boss waves
  • 7 Arena Events
  • 3 Special Events
  • 24 unique Heroes
  • Each Hero has one default ability and 5 learnable abilites including one Ultimate(Normal abilites have 5 Levels and the Ultimate has 3)
  • Custom Spells
  • Item Crafting System
  • Built in Damage Engine with new stats like Spell Damage by Bribe
  • 10 Optional Quests
  • 4 Difficulties (Easy, Normal, Hard and Impossible)
  • All Random Mode
  • Quite a few secrets to uncover

HEROES

Strength

Executioner - Melee DPS
Berserker - Melee DPS
Paladin - Melee DPS/Heal/Support
Death Knight - Melee DPS/Tank
Brewmaster - Melee DPS/Heal/Tank
Knight - Melee Tank/DPS
Royal Guard - Melee Tank/DPS
Agility

Assassin - Melee DPS
Demon Hunter - Melee DPS
Blademaster - Melee DPS
Warden - Melee DPS/Support
Sharpshooter - Ranged DPS
Huntress - Ranged DPS
Dark Ranger - Ranged DPS
Dancer - Ranged DPS/Support
Intelligence

Druid - Ranged Heal/DPS
Priestess - Ranged Heal/DPS
Warlock - Ranged DPS
Pyromancer - Ranged DPS
Hydromancer - Ranged DPS/Heal
Geomancer - Ranged DPS/Support
Sea Witch - Ranged DPS
Shaman - Melee Heal/DPS/Support
Spellblade - Melee DPS/Tank



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Latest Release Version: 1.25
Known bugs:

  • Need to drop Uther's Strength item and pick it up again in order to reuse it's Divine Shield ability
  • Sometimes only 2 players get chosen to fight in the arena after a player left the game
Changes in v1.25:
  • Added a hero selection time at the start of the game where you can repick but can't enter Theramore (this prevents players from doing quests early on before other players have picked their heroes and also duplicating potions via repick
  • Changed warning sound for waves
  • New ability for Daelin
  • New model for sewer rats
  • Some terrain changes
  • Balancing changes for heroes, items and some waves and bosses

Changes in v1.24:
  • New secret location
  • New random event
  • More creep camps and respawns
  • Wave units now have a buff called "Might of Dustwallow" while being in the swamp which increase their damage by +300% (before they used to be invulnerable which was frustrating for players, now they can be damaged but it's not recommended to fight them where they spawn)
  • Special Event 2 and Arena Event 4 swapped
  • Increased HP, Mana and Mana reg for Jaina, balanced abilities a bit
  • New rewards for 750/1000 kills
  • Troll boss wave now gives a reward
  • New model for Dragonspawn bosses
  • Hero changes:
    • Warlock: Fel Orbs changed: Enemy melee units now take damage when attacking the hero and each hit by the Warlock regenerates 3 mana
    • Buffed Paladin, Brewmaster, Berserker and Sea Witch
  • Items:
    • Potion of Healing now heals for 750 (up from 600)
    • Potion of Greater Healing now heals for 1500 (up from 1200)
    • Reduced gold cost for Runed Bracers, Ogre Maul, War Spear, Medallion of Courage, Hood of Cunning and Helm of Valor
  • Added anti stuck for arena bosses
  • Lots of balancing changes for waves and bosses
  • Some Terrain changes/fixes
  • Lots of fixes (f.e. Onyxia's Deep Breath now does damage)

Changes in v1.23:
  • Decreased basic wave spawns by 2
  • Difficulty Changes:
    • Easy difficulty now sets the handicap to 80% and damage done to 80% for all enemy units
    • Hard difficulty now sets the handicap to 120% and damage done to 120% for all enemy units
    • Impossible difficulty now sets the handicap to 140% and damage done to 140% for all enemy units
  • Hero changes:
    • Huntress: New ability: Hunter's Swiftness (instead of Critical Shot - it was a bit too OP with Multi Shot)
    • Spellblade: Enchanted Blades mana feedback decreased
  • Items:
    • New item: Anubisath Scepter (Tier 3 Recipe)
    • New item: Spellwarding Armor (Tier 1 Recipe)
    • some item balancing
  • Bugfixes:
    • Spellblade's Arcane Explosion special effect bug fixed



Changes in v1.22b:
  • Balancing overhaul: instead of the amount of wave units spawned depending on the player count now the handicap decreases by 10% and the damage done decreases by 5% per empty player slot for all enemies
  • Easy difficulty now sets the handicap to 75% and damage done to 75% for all enemies and 125% for Theramore troops respectively
  • Bugfixes:
    • Gamebreaking arena win bug fixed
    • Keg for the Keg Quest now only spawns after quest was picked up

Changes in v1.22:
  • Hero changes:
    • Executioner: fixed Charge (now has chance to knockback units and heal the hero), Shockwave now has increased AOE
    • Warden: Buffed Dash damage, decreased duration for Iron Hand of Justice, but increased damage per second
    • Geomancer: Increased Impale AOE, decreased mana cost and CD for Earth Shield
    • Dancer: decreased mana cost and increased duration for Battle Drums, Fan Dance increased AOE and decreased CD
    • Blademaster: Wind Walk now does backstab damage based on the hero level
    • Dark Ranger: Shadow Walk now does backstab damage based on the hero level
  • Garrosh, Rokhan and Jaina are now fully voiced (with the help of AI)
  • Onyxia now does 2 deep breaths, an arrow shows in which directions she casts her breath
  • Boss fight balancing (still needs testing)
  • Bog Lurker quest now only gives 1 recommendation badge as a reward
  • Fixed some minor bugs again :)
Changes in v1.21c:
  • Hero balancing:
    • All Tank heroes now have 3 base armor
    • Executioner: has 5 more base damage
    • DK: increased Bone Armor HP
    • Berserker: increased Victory Rush damage
    • Pyromancer: slightly nerfed Lava Spawns
  • Decreased all of the ability/mechanics damage done by the last arena boss when only 3 or less players are remaining
  • Fixed some bugs

Changes in v1.21b:
  • Changed Potions: Healing Potions now have 3 charges and all potions now have 8 sec cooldown (Potions felt a bit underwhelming)
  • Hero balancing (buffed Shaman, DK and Executioner, nerfed DH)
  • All strength heroes deal more damage from the beginning
  • Bogbean quest starts from the flower vendor (Brant Jasperbloom) now
  • New voiceline for Jaina
  • Fixed some bugs
  • Minor changes


Changes in v1.21:

  • Assassin rework: New model, new ability: Poison Bomb (replaces Deadly Poison), Shadowstep now also increases the damage done by 50% for 5 seconds, decreased FoK mana cost
  • Nerfed Dark Ranger Ulti life leech
  • Changed Marketplace layout (again)
  • Changed northern wave spawn areas: wider and more water passages to reduce blocking
  • Added third wave spawn for wave level 34-37 in harbor area
  • New model for Caretaker Tamberlyn
  • Minor changes

Changes in v1.20b:

  • Added Repick Timer
  • Added 2 hints, improved some game messages
  • Executioner: Fixed Level 5 Charge bug
  • Fixed some ability button positions/hotkeys
  • Fixed terrain bugs
  • Changed Jaina's Ice Block ability: Can now be used every 5 minutes and makes her invulnerable for 12 seconds
  • Added 30min Stock Start Delay for Recipe: Scepter of Avarice (on top of previous nerfs this should prevent always crafting this first)
  • Minor changes

Changes in v1.20a:

With help of Dogcall
  • Sewer and Crypt Events are now random every game (each have their own quests)
  • Removed 2 waves
  • Slightly changed layout of Sewer and expanded Crypt dungeon
  • Terrain changes:
    • marketplace layout changed
    • wider path between Jaina and shop area
    • added shallow passage north of the bridge for wave creeps to go through in case of a traffic jam
    • removed one front gate for better overview
  • Added fountain at Market Square to show where the regeneration is coming from
  • New Quest
  • New T4 item and item changes (especially T4 tank/STR items buffed)
  • New NPCs: Mayor Samaul, Traveling Merchant, Spirit Healer
  • New Theramore unit: Halberdier
  • New models
  • New sounds
  • New ability for Jaina Proudmoore to buy: Ice Block - makes her invulnerable to all damage for 15sec with long CD
  • Removed Elite Reinforcements for good
  • Increased CD for Pack Mule TP
  • Hero Changes:
    • Executioner: New model, new ability: Charge (instead of Demoralizing Shout which is now a base ability)
    • Knight: New abilities: Retaliation (passive) and Avenger's Shield
    • Shaman: Bloodlust is now the ultimate ability (casts BL on all heroes on the map but long CD), WF Weapon removed, new base ability: Healing Totem
    • Royal Guard: Surface Strike now also reduces nearby units damage done by 50% for 5 seconds
    • Sea Witch: New model
    • Brewmaster: Flying Ox animation changed
    • Demon Hunter: Blade Dance now always does 7 leaps
    • Death Knight: No longer undead, Death Grip now also spawns corpses around the hero
    • Huntress: Multi Shot now permanently decreases damage done from auto attacks by 25%
    • Pyromancer: Burning Mana now scales properly
    • Spellblade: Increased attack range (same as standard Spellbreaker unit)
  • Buffed starting HP for all melee heroes
  • Fixed QWER button positions for all heroes
  • Hearthstone and waysigns removed
  • Information (F9) rework
  • Revised Multiboard
  • Critters are now untargetable and don't have collision
  • Lesser wave units spawn during the naga boss wave
  • Loramus arena fight: Inferno during P2 now do damage and added Flame Strike effect
  • Brother Karman now sells tomes, Mayor Samaul exchanges currencies
  • Scepter of Avarice now gives between 1-100 gold and has longer cooldown, dungeon creeps are no longer targetable
  • Restricted ressource trading until repick time's up to prevent gold cheating with Heal heroes
  • Lots of bug fixes and optimizations

Changes in v1.14:

  • New Hero; The Warden, Agility DPS/Support Hero, adept at fast combat and detaining her enemies.
  • New mode: "All Random"; does what it says, player red can choose this at the start (repick disabled in this mode)
  • New commands: -random, -repick and -quests
  • Enemy wave units no longer give gold, instead the wave gold income is increased (this balances the gold income between the players)
  • Elite Reinforcements can now only be summoned in Easy and Normal mode
  • Pack Mule is now a bonus reward for clearing the first boss wave
  • Several item changes
  • New voice lines for Jaina
  • Lots of fixes and balancing changes


Changes in v1.13:

  • New T4 recipe vendor
  • 6 new recipe items
  • Several item changes
  • The waves are now invulnerable until they reach Theramore isle
  • Some new late game boss mechanics/abilities
  • Elite Reinforcements Upgrade now costs 1500g, the Upgrade now costs 1000g and HP got nerfed
  • 2 Elite units now spawn in wave 38
Hero changes:
  • Death Coil (DK) nerfed, heal and damage amount now is the same
  • Army of the Dead (DK) units slightly buffed
  • Rain of Fire (Warlock) damage slightly buffed
  • Demonic Ritual (Warlock) increased cooldown
  • Fixed a bug where a player was chosen twice in the same arena fight
  • Nerfed gold income overall
  • Lots of fixes and balancing changes

Changes in v1.12:

- Reverted arena change from last version, but fixed the bug that a player who left the game could get chosen for the arena fight
Overhaul for Geomancer;
- New ability: Impale (replaces Boulder Bombardement)
- Earthquake now is a true Earthquake (channeled ability which does massive damage to all units in its area)
- Earth Shock now also purges the enemy unit
- Spirit Link mana reduced from 50 to 25
  • Spellblade's Arcane Explosion now has a channeling visual effect and reduced mana cost
  • Spellblade's Enchanted Blades now also regenerates mana each hit (ability felt too weak before)
  • Slightly adjusted stats for Spellblade, Geomancer, Hydromancer, Pyromancer and Warlock
  • Minor fixes
Changes in v1.11b:
  • Improved harbor area
  • If 6 players are playing, the chosen players rotate each arena event
  • Changed Jaina's medikits: now can be bought 5x, healing Jaina for 5000 HP each and starts with 250g cost. (Costs double per purchase)
  • Elite Reinforcements Upgrade now cost 750g (up from 500)
  • Exorcism (Paladin) AOE increased to 300 (was 250 before)
  • Healing Wards' heal nerfed
  • Minor fixes


Changes in v1.11:

  • Rogue renamed to Assassin, now has a new High Elf model
  • Sinister Strike (Rogue) cooldown reduced, buffed armor reduction
  • Elite Reinforcements: Archmage Rhonin took the spot of Marshal Evencane (he can focus on the arena now)
  • Changed abilities for Admiral Fairmount, added new abilities for Archmage Rhonin
  • Reduced cooldown of Hearthstone to 60 seconds
  • Improved various descriptions of abilities and items
  • Minor fixes

Changes in v1.10b:
  • The food resource now shows Jaina's health in %
  • Minor fixes

Changes in v1.10:
  • New intro cinematic
  • Garrosh now has his actual voice from WoW
  • Additional harbor waves (wave 22-24)
  • Timer for arena and special events now start after the the last boss of a boss wave is dead
  • Minimap boss icons
  • Deadly Poison (Rogue) damage increased
  • Fan of Knives (Rogue) cooldown reduced
  • Fan Dance (Dancer) damage and heal increased
  • Holy Light (Paladin) mana cost decreased
  • Avenging Wrath (Paladin) cooldown reduced
  • Fire Nova Totem (Shaman) cooldown reduced
  • New nerfed version of the last arena boss if there are 3 or less players
  • some waves and items balancing
  • some minor fixes

Changes in v1.07:
  • New models for Hydromancer and Pyromancer
  • Jaina now has her original model again
  • The eggs from the Egg Hunt quest now spawn at random locations
  • some minor fixes

Changes in v1.06:
  • All items can now be sold back for 100% of their cost
  • Rebalanced item gold/lumber cost
  • Changed some item stats
  • Recipes can now be browsed during the arena events
  • Changed collision size for Pack Mules to 0
  • Pack Mules now start with max level
  • some minor fixes

Changes in v1.05:
  • Pack Mules are now Heroes (this prevents a desync when buying a tome with the mule by mistake)
  • Pack Mule can no longer blink to the Hero isle
  • Jaina can no longer move around
  • Some dock workers now work at the harbor
  • Major bosses can no longer get stunlocked

Changes in v1.04b:
  • Fixed Elite Reinforcements running away
  • Now displays a more detailed text to all players after red picked a difficulty
  • Medikit gold cost changed to 500, now has infinite charges

Changes in v1.04:
  • Button positions are now in the same spot as they are learnt (using QWER)
  • Added elite units to some waves
  • Waves now spawn in the Dustwallow mainland to make it more realistic
  • Added new NPC: "Dock Worker Groy"
  • Added one new hidden quest
  • Added one new secret
  • Elite Reinforcements now stay by Jaina's side
  • Jaina can now look at where she is attacking
  • Nerfed Summon items
  • Druid's Rejuvenation now scales with the heroes' intelligence and has 800 casting range
  • Warlock's Demonic Ritual now only summons 1 demon at 60 seconds cooldown but buffed the demons damage and HP
  • Replaced wave 37 Kodos with Wind Riders
  • Strange Totem should now despawn correctly
  • Nerfed Huntress' Volley damage slightly
  • Increased gold cost of Elite Reinforcements, Elite Reinforcements Upgrade and their Revive
  • Increased gold cost of Healing Wards
  • Removed Demonic Grimoire
  • Legendary Tale quest now gets marked as complete
  • Some more minor fixes and balancing changes

Changes in v1.03:

  • Removed PvP Events
  • Added one new special event
  • Changed the Difficulty system
  • Added player number based enemy handicap
  • Several balancing changes
  • Changed some ability descriptions
  • Lots of fixes
Special Thanks to

Dogcall for helping me developing version 1.2x by adding lots of content, fixes and fresh ideas and also testing the map thoroughly.

The map testers: IchBinDerPan, idkTGig (Dogcall), Xylares, Saran, Baledor, Blasterixx
-Berz- for the "Simple Spell Pack v1.3"
Bribe for the amazing "Damage Engine"
bakr - Kultiras Buildings, Kultiras Structures and Doodads, Banners
Uncle for helping me understand how some triggers work
Blizzard Entertainment for WC3, WoW, icons, music and sound effects

Asssssvi - Rifleman Kul-Tiras HD, Footman Kul-Tiras HD, Storm Sorcerer Kul-Tiras HD, Guardsman Kul-Tiras HD
Tauer - Alleria Windrunner, Garrosh
Xazuki - Angel
Darkfang - Aqua Spike
Vitchie08 - arcane arrow
JesusHipster - Arcane Explosion, Mana Surge, Stone Shield
florent86 - Arcane_Barrage_by_Florent86
Dmitry Rommel - Archdruid
Em! - ArrowVolley, Fireflies
Jab1z - DotA1: TemplarAssassin
MangakaDark - Hero Female & Male Dark Templar Icon
kangyun - Paladiness, World of Warcraft - Jaina, The Scarlet Champion
HappyTauren - Ballista
tillinghast - Barrelman, Goblin sorceress, Steward, Town crier
HerrDave - Berry Bush, Grimtotem.blp
WhiteDeath - Black Corsair
LazZ - Blade Dance, Chi Brew, Death Grip, Death Strike, Earth Shock, Metamorphosis Vengeance, Mighty Ox Kick, Psychic Scream, Renewing Mists, Starfall, Water Shield
JetFangInferno - BladeStorm, CrushingWaveMissile, MusicTarget
Riki - Bladestorm, Cleave
Sin'dorei300 - Blood Elf Villager, BTNHighElfPriestess, BTNMirjana, HighElfPriestess
Hate - Bone Guard
Xazuki - BTNAngel
Darkfang - BTNArcaneArrow
lux19 - BTNArcaneSuperiority
Deathclaw24 - BTNArrowStorm
PrinceYaser - BTNAxeStorm
Moy - BTNBloodElfMirrorImage
Blaxor - BTNBoots
bigapple90 - BTNDeathAndDecay
The Panda - BTNDeathsSwipe, BTNToxicGoo, BTNHolyRestorationAura, BTNVoidShower
Gwen Stefani - BTNDemoniac_Robe, BTNUntamed_Sword
Tarrasque - RoyalGuard
Eraser|85 - BTNFirewall
TurieL - RiflemanElite, BTNHeroRiflemanElite
KelThuzad - BTNHolyPower
AbstractCreativity - BTNHolyStrikeRemakeFix3
Mr.Goblin - BTNHunter
qbrtux - BTNLament
Flourbrain - BTNMage
Mc ! - BTNPandarenMirrorImage
crl - BTNPotionBlueSmall
Moy - BTNRiflemanBurningShot
Milan The Ripper - BTNShadowDash, BTNShieldCharge, BTNTemplarAssassin
erwtenpeller - BTNTrollSlayer
Mechanical Man - CannonNaval
Tranquil - Castle Stairs, Hero Geomancer, Healing Well
GolluM_KoMe - DesertTile.blp
stan0033 - Directional Arrows, Fear Effect, Die By The Sword, First Aid V2
FerSZ - Dragons
PROXY - Dwarven Stormheart
borissuworov, Ilya Alaric - Elder Shamans Bundle (Ujimasa's derivates)
Hantoo, johnwar - Elite Darkspear Troll Rider
loktar - Evasion
Stefan.K - Female Tauren Druid, Orc Scout
Callahan - FeatherMissile
JetFangInferno - Fire Nova
Mr. Bin - Ghost knight
Sunchips - GrassAnimated, Wolf Cap by Sunchips
Vinz - Heal
assasin_lord - HeroGlow
Sorvaltis - HeroRogue
takakenji - HighResBarrensTree
Daelin - Holy Aura
Lord_T - Holy Shield Buff and Wing Attachment
Lichkings slave - HolyAura
Kenathorn - Icons to Models Pack
C-Cow, Ramza - Imp5
HiHigh - Improved Female Demon Hunter
Explobomb - Kul Tiras Dreadnought
GrimShaman - LightHouse
Ribenamania - Market Stand [Variation1]
Deolrin - Mr. Goblin's Stall
eubz - NewBarrensTree, TheMangrove
Daslzak - Ogre Magi/Mage
Buster, HerrDave - Palm Tree [Fixed]
Norinrad - Pandaren WarDancer
Bleeq - Parrot (multiple varieties)
DarkePacific - Rampage
Hantoo - Raptors
Urkdrengi - Rifleman
DarkEvil - RoarCaster
Talavaj - S&S Cart
The Weird Human - Saw_Missile
MassiveMaster - Siege Ladder
DarkePacific - Spiritwalker's Grace
67chrome - Succubus_by67chrome.blp
Hate - Sweep Attachments
erwtenpeller - TaurenSpiritWalker
Mr. Bob - Tavern
Evolving - Tower of Azora
communist_orc - Training Dummy
Deathcom3s - Tree Variation 1
Pyritie - Water High and Uber
Waldbaer - Whirlwind/Bladestorm effect
MeteORA - Wooden Fishing Rod
Kalecgos - Pyromancer.blp, BTNPyromancer
Ageron - Daelin Proudmoore Statue
Power - EarthSplit
Zephyrius2412 - Shadow Bolt
DarkePacific - Sword of Zeal
BlackSky - BTNMagicalChain
NFWar - BTNShadowStrike
Sliph-M - Blacksmith
Discordus - SpiritHealer
armel - NagaEnchantress
Greedy Procrastinator - Female Dark Templar
Kuhneghetz AKA Dan van Ohllus, TheGodOfIron - BTNHeroNagaEnchantress
Explobomb - Dragonspawn Pack
Direfury - Giant Rat Creeps
Vexorian - SimError
ElevenLabs - AI generated voice lines

Spells
Marsal - Cutting Edge v2.1
Crazy-Host - Earth Spellpack
Devalut - Bone Armor 1.18
GodLike! aka Helpmeplz - Great Tornado v1.0
f0rsAk3n - Omnislash v1.40
xXSoraXx - Death Grip v1.02(final)
Laercio - Death Grip (Hero Ability) 1.07
Nightmare Moon - Cutting Glaive v1.9
Ofel - Fire Blast v1.1
Maker - Punitive Surge 1.02
KhaosMachine - Fearless Charge v1.0
Contents

Theramore Hero Defense v1.25 (Map)

Reviews
deepstrasz
Abilities are not properly placed in the learn ability menu. They don't have the same spots as after being learnt. Weird that enemy units simply spawn from thin air near the base. Abilities could be less Warcraft III recycled and more custom/scripted...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,213
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Theramore Hero Defense v1.01
You can also upload your map here to generate a list: Asset scanner

Awaiting Update.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,213
  1. Abilities are not properly placed in the learn ability menu. They don't have the same spots as after being learnt.
  2. Weird that enemy units simply spawn from thin air near the base.
  3. Abilities could be less Warcraft III recycled and more custom/scripted.
  4. Sad that the cannons are just decorative and do nothing; maybe to be upgraded and stuff.
  5. Would also have been nice to get some sea action down at the port. Also, some transport ship quests on islands.
  6. Once you enter the sewers you can't back out unless you finish the battle there.
  7. Jaina should have some little movement speed to be able to turn when attacking. It looks weird otherwise being stuck in one direction attacking with the back, sides.
  8. A Legendary Tale wasn't marked as completed but the requirement was.
  9. Champions don't have a regular place to stay; they only go to the entrances once they are revived. Otherwise they can remain around Jaina or in places between her and the paths from north to her. Should be a way to call them to a location or at least to Jaina; the admiral remained somewhere near the Hans' farm where no enemy was to be fought.
  10. Couldn't find out what to do with the Treasure Map.

Overall, nice mild story driven Defense-RPG with optional quests (although they can't be done by all team members at once due to waves interfering; unless you wait for certain events), duel side games and secrets.

Approved.
 
Level 8
Joined
Jan 9, 2024
Messages
74
Thanks so much for reviewing and approving this map! It means a lot to me, as this was my first published map. I'll fix the bugs and go through your mentioned list and upload a new version when I have time. I also try to make the waves a bit more compelling.
 
Level 6
Joined
Jan 20, 2016
Messages
42
Hi! We played 1.04, awesome map!

Bug found:
After buying Jaina's Champions (Daelin and Garithos), they don't attack enemies. They just walk away a few steps and do nothing. They're ignored by enemies as well.

Suggested changes:
  • After selecting difficulty (easy/normal/hard/impossible), display info about difficulty changes. For example enemy life increased to 200%, damage to 150%, etc, so players know how much harder the difficulty is.
  • Give inventory ability to Jaina. It would be useful to give her items (for example armor) so she doesn't die so easily.

Suggested fix to:
Known bugs in v1.04:
- Buying tomes with the pack mule causes a desync
Make mule a hero and just transfer all purchased statistics to mule owner.
 
Level 8
Joined
Jan 9, 2024
Messages
74
Hi! We played 1.04, awesome map!

Bug found:
After buying Jaina's Champions (Daelin and Garithos), they don't attack enemies. They just walk away a few steps and do nothing. They're ignored by enemies as well.

Suggested changes:
  • After selecting difficulty (easy/normal/hard/impossible), display info about difficulty changes. For example enemy life increased to 200%, damage to 150%, etc, so players know how much harder the difficulty is.
  • Give inventory ability to Jaina. It would be useful to give her items (for example armor) so she doesn't die so easily.

Suggested fix to:

Make mule a hero and just transfer all purchased statistics to mule owner.
Thank you for your feedback! I uploaded a new version with the bug fixed. You can check the Change Log for the changes. I will also consider your fix suggestion for the pack mule, this could work!
 
Level 6
Joined
Jan 20, 2016
Messages
42
Mules can be used to block Jaina and protect her from mobs, easy win.

Mules gain levels, I'm not sure if they don't steal experience from heroes. Fix to this would be to give them max level.

Knight's Avatar ability cancels bonus armor from Provocation, both when it starts and ends.

Suggestion:
Allow viewing recipes during arena fights. The merchants are blocked during arena fights and we can't select them.
Allow selling recipes for full lumber cost, if we buy the wrong one.
 
Level 6
Joined
Jan 20, 2016
Messages
42
  • If mules buy tomes of statistics, heroes don't get them
  • Make arena player randomizing more fair. sometimes a player might be not chosen for arena 4 or more rounds in a row. How about just incrementing the player numbers? 1st arena = red, blue, teal. 2nd arena = blue, teal, purple... etc.
  • Paladin's AoE dmg spell feels a bit weak, it has low radius. Compared to Rifleman's AoE spell.
  • Heal totems are overpowered. Especially for healing the Elite heroes. It's cheaper to heal them, than let them die, considering the revive cost.


Suggestions:
  • After the last boss is killed, special PvP event? 3 vs 3 players. Can be explained in the story as a victory celebrations.
  • Allow buying multiple heals for Jaina? Each costs more than the previous.
 
Level 8
Joined
Jan 9, 2024
Messages
74
  • If mules buy tomes of statistics, heroes don't get them
It could be possible with triggers, but for now the heroes have to buy the tomes.

  • Make arena player randomizing more fair. sometimes a player might be not chosen for arena 4 or more rounds in a row. How about just incrementing the player numbers? 1st arena = red, blue, teal. 2nd arena = blue, teal, purple... etc.
If there are 6 players playing there are 3 different players chosen each arena now. If there are 5 or less players it's still random. (Still needs some testing)

  • Paladin's AoE dmg spell feels a bit weak, it has low radius. Compared to Rifleman's AoE spell.
  • Heal totems are overpowered. Especially for healing the Elite heroes. It's cheaper to heal them, than let them die, considering the revive cost.
Increased the Exorcism AOE
Healing Wards' heal got nerfed

Suggestions:
  • After the last boss is killed, special PvP event? 3 vs 3 players. Can be explained in the story as a victory celebrations.
  • Allow buying multiple heals for Jaina? Each costs more than the previous.
I had PvP events in the beta version, it was heavily unbalanced and felt out of place so I removed it.
Now you can buy 5 medikits for Jaina, healing 5000 health each and starting with 250 gold. The cost doubles for every purchase.
 
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Level 2
Joined
Aug 14, 2024
Messages
3
Hello !

We got into an issue with my friends. We're playing as 4 people and sometimes the arena is picking only one or two players and so we end up losing.
Is this intended or a bug ?

Thank you for your work, this map is awesome !
 
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Level 4
Joined
Apr 21, 2016
Messages
31
Hello !

We got into an issue with my friends. We're playing as 4 people and sometimes the arena is picking only one or two players and so we end up losing.
Is this intended or a bug ?

Thank you for your work, this map is awesome !
Are you using newest version of the map?
 
Level 2
Joined
Aug 14, 2024
Messages
3
If that fixes it can you reply? That would be usefulll info!
Currently playing and tried with locking places (we're 5 this time), only two people were selected for the arena (one guy got picked twice)
The problem is that the result isn't removed from the available pool of player so the game can pick twice the same person, idk if there's a fix for that
 
Level 4
Joined
Apr 21, 2016
Messages
31
Nice find. Am sure it'll help author find a fix.
If you need more people, I'm always up for a game
idk5447#2868
 
Level 6
Joined
Jan 20, 2016
Messages
42
Suggestion:
Add "Fast" game mode, which would either spawn less waves, or make everything faster, units with 50% hp but more dmg and similar changes, so the game ends faster. It feels a bit long currently.
 
Level 4
Joined
Apr 21, 2016
Messages
31
Suggestion:
Add "Fast" game mode, which would either spawn less waves, or make everything faster, units with 50% hp but more dmg and similar changes, so the game ends faster. It feels a bit long currently.
There is command red player can use to skip a wave
 
Level 8
Joined
Jul 9, 2006
Messages
233
Cool map. I really liked how much there was breaking up the fights, event with invasion, a little dungeon, arena fights. Really cool stuff!

I also thought the terrain was pretty & the hero I played (agi bard with aoe heal that also damages and bouncing glaives?) was a lot of fun. Other heroes also looked cool & I'll be back to play some of them for sure.

Itemisation also cool. I rly liked how you got special resource (lumber) from special events & needed that for the recipes. I liked how the items were not all one-dimensional +agi+dmg // +hp+str // +int+mana but there was some crossover too. I could really use the extra mana from the T1 agi ring!

I liked the horse that could tp anywhere so you don't have to walk to shop and can continue fighting.

Ranged waves felt a lot more oppressive and dangerous (esp to my melee allies) than the melee ones.

I got picked for all the arena fights 3 times total! (was nice and hard) lost the second two haha
 
Level 8
Joined
Jul 9, 2006
Messages
233
I played another round and here is more feedback:

  • First 20 waves are rly fun with so much to do and so much variation. After that it does slow down a little.
  • I played as the pyromancer and the self-mana felt kinda too strong? 100 mana per level is easily all you need, but the sacrifice doesn't scale so 20 hp/s is nothing when you have 3k. The idea of having to burn yourself for mana was rly cool and flavorful though and I love the idea of being able to cast as long as I keep setting myself on fire, but I didn't really notice the setting myself on fire part.
  • I had a death knight ally that was undead and couldn't be healed by the healing item. later I got skeleton mages and they could cast death coil on them! They were complaining a lot about needing corpses. Is there some way to generate corpses?
  • Shooting my ult through a small gap into a ball of enemies and seeing 50% of their HP disappear in one shot felt rly rly satisfying.
  • Placing the firewall well and needing the support of a frontline for it also felt really cool. I had so much fun with this ability. I sometimes accidently clicked on an enemy instead of the intended ground, misplacing the wall which felt kind of awkward. Maybe it would be easier to consistently aim with target ground only?
  • I felt like Fire Gandalf, hopping between two fronts burning the foes to crisp in front of my stalwart defender allies on the brink of getting overwhelmed.
  • Thank you for putting -random in the game. I never know what to pick and some games don't have it and it really helps :')
 
Level 8
Joined
Jan 9, 2024
Messages
74
Thanks for your feedback!
  • First 20 waves are rly fun with so much to do and so much variation. After that it does slow down a little.
The next big update will have some waves cut and add more variety to events!
  • I played as the pyromancer and the self-mana felt kinda too strong? 100 mana per level is easily all you need, but the sacrifice doesn't scale so 20 hp/s is nothing when you have 3k. The idea of having to burn yourself for mana was rly cool and flavorful though and I love the idea of being able to cast as long as I keep setting myself on fire, but I didn't really notice the setting myself on fire part.
I try to balance this ability in the next update.
  • I had a death knight ally that was undead and couldn't be healed by the healing item. later I got skeleton mages and they could cast death coil on them! They were complaining a lot about needing corpses. Is there some way to generate corpses?
That's a good question, I think about either adding an item which spawns corpses, or give the Death Grip the ability to spawn corpses!
So about the DK being undead, this is because the Death Coil ability should be able to heal himself. That's why Holy Light-like abilities don't work on the other hand. These abilities are hard coded but I could try to make my own trigger instead.

I'm glad you like the Pyromancer!
 
Level 12
Joined
May 29, 2008
Messages
149
I've played this a couple of times and it's been really fun. I love the events, dungeons, and quests and would love to see more of that included. Specifically, the undead crypt event could be a little more extensive. Items are cool. Waves are good. Terrain is fun.

A couple of suggestions I have:
  • Tier 4 items are pretty lacking for tanks and DPS characters IMO.
    • If you're agility based, the bow is pretty much strictly better than the crit. Especially since a good number of AGI heros have crit built in.
    • Nothing really that amazing for durability up here.
    • Too many items that give intelligence ahahha
  • I'd love to see little floating damage numbers for the damage I deal and heals I provide, to understand how effective I am.
  • The Hand of Midas item seems just straight up broken. Like you should always rush it right now; it has great stats for almost any character and the gold bonus is huge. Maybe that's the idea though? Also, extremely strong in dungeons when there's only like 4 strong enemies that you just have 4 heroes with midases for XD
  • The ranger character's multi-shot feels stupidly strong. The only other AGI character I've played is the Blademaster, but the ranger's crit + multishot becomes an insane multiplier on DPS. Maybe make it a spell that lasts for 12 seconds or something, so it doesn't have a 100% uptime and makes mana more important for the ranger.
  • My ultimate was in a weird slot on Blademaster? (far left slot) Which doesn't seem normal for ultimates.
  • Horse teleport can be used at anytime, including in combat. It makes a really good escape button for dangerous situations if you're smart, but might be too strong?
 
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Level 3
Joined
Apr 8, 2024
Messages
14
Really well made map. Not sure why it feels like I already reviewed this map. The map Feels really polished. The heroes don't feel balanced however. For example playing the guy with the hood it became quite clear there was indeed a lack of strong tank items. It did feel satisfying to play him however even if he is a glass tank as the animations on all his skills are top notch. Good work, give us more maps!
 
Level 12
Joined
May 29, 2008
Messages
149
Great changes to see. Can't wait to try them out.

On reading, I think the changes to the Scepter of Avarice still have the same problem: there's no drawback to rushing the item. I would still recommend everyone buys it first since there's really no drawback to rushing it. IMO, most gold earning items are normally balanced by being bad items, meaning that your hero is weaker than they would be if they purchased a normal item. This makes it a 'greedy' trade-off to go for the gold item first, since it means you can't contribute to the team as much early. Just my thoughts on the matter.
 
Level 4
Joined
Apr 21, 2016
Messages
31
Great changes to see. Can't wait to try them out.

On reading, I think the changes to the Scepter of Avarice still have the same problem: there's no drawback to rushing the item. I would still recommend everyone buys it first since there's really no drawback to rushing it. IMO, most gold earning items are normally balanced by being bad items, meaning that your hero is weaker than they would be if they purchased a normal item. This makes it a 'greedy' trade-off to go for the gold item first, since it means you can't contribute to the team as much early. Just my thoughts on the matter.
Maybe adding a restock CD on map start
 
Level 8
Joined
Jan 9, 2024
Messages
74
Great changes to see. Can't wait to try them out.

On reading, I think the changes to the Scepter of Avarice still have the same problem: there's no drawback to rushing the item. I would still recommend everyone buys it first since there's really no drawback to rushing it. IMO, most gold earning items are normally balanced by being bad items, meaning that your hero is weaker than they would be if they purchased a normal item. This makes it a 'greedy' trade-off to go for the gold item first, since it means you can't contribute to the team as much early. Just my thoughts on the matter.
Uploaded a new version. I added a 30min Stock Start Delay for the Scepter of Avarice Recipe!
 
Level 3
Joined
Feb 17, 2025
Messages
5
Latest version broke arena event, when NOT playing solo, after you kill arena boss, one of the players (so far always me, the host) stays in the arena and if you use teleport, you can tp back to game but you are invulnerability until next arena event. Also Smiling Jim lost its speech and if you pick up the Keg before starting the quest, you cant finish the quest anymore. This is impossible when solo and very hard when playing with one friend(easy diffculty), we finished map only once after about 10 attempts :D otherwise very good!
 
Level 8
Joined
Jan 9, 2024
Messages
74
I'm terribly sorry about that bug, forgot to test the arena after the last version.
Also the keg for the quest now only spawns after the quest got picked up.

Somehow it never came to my mind that one would want to play this game with only 2 players or even solo it. So I changed how the balancing works in this new version.
Instead of the amount of units spawning, it's now adjusting the handicap right at the start, depending on the player count in the game.
 
Level 14
Joined
Mar 4, 2014
Messages
257
Hello, I am currently playing the map, and it is tons of fun! It's honestly the most enjoyable experience I've had playing a map in a long time. However, I have a question: what should I do with the pirate map that drops from the Skeleton Pirate boss? I've searched the entire map for an "X" near a destroyed building but haven't found anything.
 
Level 3
Joined
Feb 17, 2025
Messages
5
Hello, I am currently playing the map, and it is tons of fun! It's honestly the most enjoyable experience I've had playing a map in a long time. However, I have a question: what should I do with the pirate map that drops from the Skeleton Pirate boss? I've searched the entire map for an "X" near a destroyed building but haven't found anything.
There is a ruins of a building near Well Descend Entrance (top left of the map)
 
Level 14
Joined
Mar 4, 2014
Messages
257
There is a ruins of a building near Well Descend Entrance (top left of the map)
Wow, I can't believe I haven't noticed this until now! You are the champ! Thank you, but I'm even more confused. I thought this treasure map was the last quest, but it turns out it wasn't even a quest. I've always had one undiscovered quest throughout the entire game, and I have no idea what it is or where to find it. Bizarre!

EDIT: Okay, I realize now that the undiscovered quest is simply the other event quest. Since only one event quest can be active in the game at a time, there will always be one undiscovered quest remaining, which will be either the crypt quest or the swears quest.
 
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Level 14
Joined
Mar 4, 2014
Messages
257
~~~Hello Hello~~
I must say I got a bit obsessed with your map—and by "a bit," I mean super mega obsessed! :grin:
Seriously, I love everything about it. I can't believe this is your first map! It’s totally insane!
I played lots of games, I used the latest version of Deforged and didn't find any bugs I think.

~Here’s what I think about it after playing, focusing mainly on the negative aspects first:

- First off, can we talk about the gold situation? It’s wild that I'm struggling to get money to craft recipes. Like, in the first naga level, the mobs that spawn from the south drop 4 gold per kill, but the ones from the north drop nothing. So basically, those are the only ones giving me any cash, and that’s just bizarre. It would be way better if all the mobs dropped gold, especially the bosses. You could kick things off with the first 5 levels giving 2 gold per kill and have the bosses drop 50 gold, then for the next 5 levels, up the mobs to 5 gold and bosses to 100 gold. On easy mode, it’s not that big of a deal, but on normal, every penny counts!

- Also, why do most mobs spawn invulnerable? It’s frustrating! If you’re near the spawn area when they pop up, you can get trapped by these invulnerable creeps. Fighting near the spawn just turns into chaos, especially when your allies dash in and get stuck instead. Thankfully, the mobs that spawn in the south later on aren’t invulnerable, and that works way better. I highly suggest removing that weird invulnerable zone in the north, it just makes the gameplay less fun and annoying.

- The hotkey for the horse blink ability is set to 'B'. That’s kinda funky. It should be one of the main keys like 'Q', 'W', or 'E' to match the horse spells since item transfer is set to 'W'.

- The crown reward from the last arena boss should be sellable for cash or wood. By the time you get that, your hero usually has a full inventory anyway with better items.

- Garrosh’s voice lines start off sounding like an orc, but as he talks more, he starts sounding human, which is kinda funny. Check out the videos; you’ll hear what I mean!

- I love the achievements for kills, like getting cash at 50 kills or stats at 200 kills, but it’s a bummer that it stops at 500 kills. It’d be awesome to see more achievements, like more gold at 700 kills or more stats at 800 kills, and so on.

- Another thing, I wish there were more creeps around the outskirts of the map. I know the bandits come back later, but it still feels like there aren’t enough. I end up taking out most of them in the first few minutes, and then it’s kind of boring.

- That Skeleton Pirate event with Captain Bonerender is just awesome! ☠️ I can’t help but think you might have been inspired by a quest from Path of Exile where a skeleton pirate transforms and spawns a bunch of skeleton warriors. The similarities are uncanny! If you didn’t mean to, that’s cool, but if you did—wow, I love it!
Here is a video of what I meant >


Now I could go on about what I love—like the terrain, the map design is gorgeous, 10 out of 10! The items are sick, and super well made, and everything has a purpose. Plus, the variety of heroes is fantastic! I need to try them all because the ones I have so far are just a blast. The only downside is the map feels a bit short. I’d love to see more events if you plan to keep working on it. All the enemy waves and bosses are great, and those arena events? Absolutely fantastic!

My rating for this map is an 𝓢 Tier (Masterpiece) with 100 out of 100 points!
Keep up the fantastic work! :infl_thumbs_up:

Here are my videos playing the map:

Bonus Meme Video:
 
Level 8
Joined
Jan 9, 2024
Messages
74
First off, I wanna thank you for playing this map and giving me so much feedback! I'm glad you are enjoying it. :infl_thumbs_up:
- First off, can we talk about the gold situation? It’s wild that I'm struggling to get money to craft recipes. Like, in the first naga level, the mobs that spawn from the south drop 4 gold per kill, but the ones from the north drop nothing. So basically, those are the only ones giving me any cash, and that’s just bizarre. It would be way better if all the mobs dropped gold, especially the bosses. You could kick things off with the first 5 levels giving 2 gold per kill and have the bosses drop 50 gold, then for the next 5 levels, up the mobs to 5 gold and bosses to 100 gold. On easy mode, it’s not that big of a deal, but on normal, every penny counts!

About the gold situation: Wave units used to drop gold, but in order to balance the gold income in multiplayer, everyone now gets the same amount of gold per wave completion. It's still possible to get gold individually, by killing creeps and getting the kill achievements.

- Also, why do most mobs spawn invulnerable? It’s frustrating! If you’re near the spawn area when they pop up, you can get trapped by these invulnerable creeps. Fighting near the spawn just turns into chaos, especially when your allies dash in and get stuck instead. Thankfully, the mobs that spawn in the south later on aren’t invulnerable, and that works way better. I highly suggest removing that weird invulnerable zone in the north, it just makes the gameplay less fun and annoying.
The reason for this invulnerable zone is to prevent the players to fight the waves where they spawn.
But your feedback made me consider changing it. I think about instead giving all wave units a high damage buff as long as they are in the spawn zones. So it's still possible to fight but it is not recommended. What do you think about this solution?
- The hotkey for the horse blink ability is set to 'B'. That’s kinda funky. It should be one of the main keys like 'Q', 'W', or 'E' to match the horse spells since item transfer is set to 'W'.

- The crown reward from the last arena boss should be sellable for cash or wood. By the time you get that, your hero usually has a full inventory anyway with better items.

- Garrosh’s voice lines start off sounding like an orc, but as he talks more, he starts sounding human, which is kinda funny. Check out the videos; you’ll hear what I mean!

- I love the achievements for kills, like getting cash at 50 kills or stats at 200 kills, but it’s a bummer that it stops at 500 kills. It’d be awesome to see more achievements, like more gold at 700 kills or more stats at 800 kills, and so on.

- Another thing, I wish there were more creeps around the outskirts of the map. I know the bandits come back later, but it still feels like there aren’t enough. I end up taking out most of them in the first few minutes, and then it’s kind of boring.
I will fix the hotkeys, add more creeps and even adding a new secret in the next version!
Also watched your videos on Youtube which are great for me to find minor bugs/balancing issues.
I tried to generate the Garrosh AI voice several times, but it always ended sounded like that unfortunately.
- That Skeleton Pirate event with Captain Bonerender is just awesome! ☠️ I can’t help but think you might have been inspired by a quest from Path of Exile where a skeleton pirate transforms and spawns a bunch of skeleton warriors. The similarities are uncanny! If you didn’t mean to, that’s cool, but if you did—wow, I love it!
Here is a video of what I meant >
That is really cool! Actually I didn't know about that before. I love pirate themes so I added this event in my map, although it's a bit short!

New version of the map is already in the works and I'm looking forward to more feedback![/spoiler]
 
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