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Tomb of Keral

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Tomb of Ker'al

Currently working at S A N I T Y; so this project is currently at standby. However, S A N I T Y is an extremely small project and will not make this delayed so much.

Hello, I recently came back to Warcraft III after a huge break. So I decided to kill some free-time by map making! :)

I don't really remember my latest project, think it was Fax Creperum; but the project was just too much for a single person to work at.

So. This will be a small project from me, which I will work on when I have nothing to do. Currently I've made some progress - See the details below about this map.



Story

Background
As an adventurer it's very common you end up in strange places you may not want to be when certain events happen.

This is a story about an adventurer that... of course... did end up in a place like this; the Tomb of Ker'al.

Tomb of Ker'al
The Tomb of Ker'al is a long forgotten tomb located in the desert of El'mader, the most driest place on the planet Moo'lae.

Moo'lae
Moo'lae is a "small" planet with a blue sun instead of a moon. The blue sun is called Ble'dar, also known as "Blue God" in the He'hal language. He'hal is one of the creatures that live at this planet (read about them below). There is also humans and other common creatures, like Earth.

El'mader
El'mader is a desert that is located on the planet Moo'lae. This desert have its sun visible every single hour at a temperature above 46 ºC (114.8 ºF) all day long. The only creatures who can handle this heat is the people who have lived there for hundreds of year, the He'hal people and their undead enemies; skeletons and other disgusting creatures from the Tomb of Ker'al.

The He'hal people
There is not much known from the He'hal people, exept that they look like dwarfs and live underground. Intruders get slain by traps they have hidden under the sand and their only true enemy is the Undead.

Ker'al and the Undead
Ker'al is the leader of the summoner council located in the tomb. There is not much known about this council, what they do, or if they even exist. It do come undead from the tomb that attack the He'hal people, more is not known. Rumors tell that Ker'al are doing rituals, summoning an undead army in order to slay all the living on the planet of Moo'lae.



Reserved for various changes and/or updates.
About the Map

Small Facts

Hack 'n' Slash gameplay!
Who doesn't love this type of gameplay? Run around and slay enemies! Pick up items and slay more enemies!

Map Size: 32x32
As told above I didn't want a huge project again, so I made the map very small. This isn't really any bad to be honest, it's awesome!

Simple terrain
I'm not a terrainer, however I can do good terrains. The terrain in this map fit the theme very well and it is some eye-candy! :)

1 Player map only!
Yes, I made this an one player map only. Why? It's fun to run around alone and slay enemies without annoying team-mates (also it made less triggering and other stuff :D).

Custom Music & Sounds
Why not, enhance the gameplay a little in my opinion.

Map Features

Hero Selection System
I made a simple hero selection system for this map. At the beginning of the map you are able to change between three different classes of your adventurer; The Knight, The Sorcerer or The Archer. You use the arrow-keys on your keyboard in order to change your current class (left and right) and you select your adventurer by press your Up-key. There is also a small description text for each class.

Character Tree System
Your character will have a character tree, where you are able to spend attribute points at Strength, Agility or Intelligence. Each level you'll gain 2 attribute points. This character tree is accessable by pressing the ESCAPE-button (can't be used while in a boss combat).

It is planned to add a skill tree too; where you may modify your abilities, this is not yet implented.

Simple Level System
Whenever your adventurer gain a level: restore Health and Mana to a 100% and add +2 attribute points.

Wave System
In this map you will encounter different waves of enemy units you have to slay in order to progress. Each 10th wave will contain a boss you will have to defeat. Once you defeat all enemy units in one wave, you have five seconds before a new wave starts. Each wave can contain a maximum of two different unit-types, but in an unlimited numbers.

Item System(s)
Everytime you kill an enemy unit there is a x% chance (scaling from 0.01% - 100.00% chance) that an item will drop for you.

Everytime an item is on the ground a text of the item name will appear above the item. This can be turned on and off (read in-game quest information how to do this). Default: On.

Different Item-Types
At the moment there are four different item-types. Those are the following (by color).

Common - A common item with no special stats.
Magic - A magic item with atleast one special stat.
Rare - A rare item, not very often found with atleast three special stats.
Artifact - An Artifact item, you are lucky if you ever see one of those items. Most quality item in the game with atleast four special stats.

All Rare and Artifact items have an unique model, so you will definitely see when a Rare or an Artifact item drops!

Ability System
The Ability System in this map is very original. Ever played Diablo III? Then you'll recognise it a little. Your ability-interface will contain three main abilities (Hotkeys: Z, X and C), those are spellbooks which contain more abilities. Once you use an ability in one of the spellbooks, the ability you used will appear in your skill-bar. You can only have one ability per spellbook at the same time (total of three abilities then if you aren't good at math). Those abilities have the hotkeys: Q, W, E. Each ability change will trigger a three seconds cooldown for the spellbook, so change wisely!

Each class also have a basic ability (Hotkey: R) which they may use.

Important: Some abilities require runes in order to be used or a specific level requirement. The runes can be dropped from enemy units or found in the map.

Screenshots of this Ability System are below.

Advanced enemy wave units and bosses
Each enemy wave unit have some kind of ability (exept Skeleton) and the bosses have several abilities, this make the gameplay a little harder! You can read about every unit below.

Anti-Cheat System
This system is still being developed. At the moment there's an anti-cheat against "Whosyourdaddy". My Anti-Cheat Gnoll is watching you!



Reserved for various changes and/or updates.
Unit and Boss Guides!

Wave Units

BTNSkeletonWarrior.png
- Skeleton
Nothing.

BTNSkeletalOrc.png
- Skeleton Warrior
APB_Stat_Armor.png
Block
Have a chance (5%) to block all in-coming damage.

BTNSkeletonArcher.png
- Skeleton Archer
APB_Mage_Fire.png
Flaming Arrow
Everytime the Skeleton Archer reaches a full mana point pool (10mana/regenerate 2MP/sec), it will fire a flaming arrow, allow its attack to deal 100% more damage; once the flaming arrow is fired it have to start over regenerating mana.

BTNFleshGolem.png
- Flesh Golem
APB_Stat_Strength.png
Bash
Have a 7.5% chance to stun its target for 0.4 second.

BTNSkeletonMage.png
- Skeleton Mage
APB_Warlock_Affliction.png
Unholy Strike
At random, the Skeleton Mage will sometime start channeling an Unholy Strike below the player. This will leave unholy flames at the point for some seconds, which deals 45 damage per second if touched.

BTNLocustSwarm.png
- Swarm
Nothing, really. However they are always... Many! Also they have equal hitpoint regeneration as maximum health.

BTNGhost.png
- Tomb Ghost
Resistance_Arcane.png
Flee
Whenever the Tomb Ghost is attacked, there's a chance that it will teleport to a nearby location around the attacker.
Resistance_Shadow.png
Evasion
The Tomb Ghost have a chance to dodge incoming attacks.

BTNGhoul.png
- Ghoul
Blood-old.gif
Flesh Rip
All damage dealt will heal the Ghoul for 25% of damage done.
IconSmall_QuestionMark.png
Infected Slash
Allow the Ghoul to have a 5% chance to deal x1.5 extra damage with an attack.

BTNNecromancer.png
- Unholy Priest
IconSmall_First_Aid.png
Unholy Heal
Allow the Unholy Priest to heal a friendly unit for 50 hitpoints.

BTNMaskOfDeath.png
- Ghoul Lord
Blood-old.gif
Flesh Rip
All damage dealt will heal the Ghoul Lord for 33% of damage done.
IconSmall_QuestionMark.png
Infected Slash
Allow the Ghoul Lord to have a 5% chance to deal x2.0 extra damage with an attack.
Rep_honored_icon_18x18.png
Poison Attack
The Ghoul Lord have a poison attack that cause its target to suffer 6 damage per second for 5 seconds.



Bosses (Can also be read in-game)

BTNAbomination.png
- Tomb Guardian
The first boss you will encounter, the Tomb Guardian. The Tomb Guardian is a disgusting monster; made by Ker'al. It's made of rotten He'hal corpses...

IconSmall_Ghoul.gif
Spit
The Tomb Guardian will pause and periodically spit 3 ghouls in front of him, which he has eaten. The spit is very inaccurate, but does 220 damage if it hit.
APB_Hunter_Survival.png
Devastating Slam
The Tomb Guardian begin to channel a Devastating Slam by stand still for 2.25 seconds and release an effect. After 3 seconds he slam his weapon to the ground in front of him, with such force, it will instantly kill anything it hit.
APB_Deathknight_Blood.png
Hunger Jump
In hunger, the Tomb Guardian jump to its target current location, dealing 250 damage upon impact and try to melee attack directly after. Happy face if target dies.
MinimapArrow_up_18x18.png
Hook
Whenever the Tomb Guardian has its target outside range, he may send of a chain with a hook, that may catch the target and pull the target towards him. The hook deal 150 damage upon impact.


BTNAcolyte.png
- Illusion of Ker'al
The second boss you will encounter, Illusion of Ker'al. The Illusion of Ker'al is an illusion of the real Ker'al, which is the leader of the summoner council from his tomb! Rumors say he have trained other summoners and summoned disqusting creatures, in order to dominate the world some day...

APB_Deathknight_Unholy.png
Unholy Wave
Illusion of Ker'al have no auto-attack. Instead of an auto-attack he summon three unholy waves, each in a different direction. Every wave deal 145 damage and will stun for 1 second.
APB_Warlock_Demonology.png
You can't escape!
It's impossible to escape from Illusion of Ker'al. Everytime his target is out of range (1250) he will instantly teleport behind the target and do an unholy slash (this attack will be delayed the first 15 seconds when Illusion of Ker'al is spawned in order to make the player have time to move within range).
-
APB_Skill_Poisons.png
Unholy Slash
Deals 275 damage and slow the target unit by 75% for 3 seconds.
Instance_portal_green.png
Wrath
Ker'al enhance his illusion for 8 seconds. This will cause the illusion to gain a 1000% increased attack speed, but will take a 100% increased damage.
IconSmall_Skeleton.gif
Summon Skeleton Mage
The Illusion of Ker'al will sometimes summon a Skeleton Mage that will aid him in battle.


BTNHeroDreadLord.png
- Vampire Mal'gar
The third boss you will encounter, Vampire Mal'gar. The Vampire Mal'gar is an ancient man, awakened by Ker'al. After several years of rest his powers have been dramatically increased and is now on a hunt for blood again. Mal'gar never convert his victim into a vampire, he slay the victim without mercy; this means, Mal'gar is the only known vampire still alive.

Resistance_Fire.png
Survival Instincts (passive)
Mal'gar refuses to die, every 10% health missing he will gain +10 attack damage and +10% increased attack speed.
UI-Skull-16x16.png
Bitter Thoughts
Mal'gar horrify his target with Bitter Thoughts. This deal a random number between 1 - 300 damage and slow its target movement speed by 40% for 4 seconds.
Rep_unfriendly_icon_18x18.png
Boo!
Mal'gar disappears from nothing and appear infront of his target.
Blood_Spec_RoundIcon.png
Blood Trap
Allow Mal'gar to put out a Blood Trap on the ground for 60 seconds. Any enemy unit who walk on the trap will take 250 damage and heal Mal'gar for 250 damage. The trapped unit also get stunned for 2.5 seconds. Mal'gar never put a trap on-top of an enemy unit.


Reserved for various changes and/or updates.
Screenshots below was taken in ALPHA version 1.0a and some of them may be outdated!
116055d1343150592-tomb-keral-worldeditoroverview.jpg

WorldEditorOverview.jpg
116056d1343150592-tomb-keral-heroselectknight.jpg

HeroSelectKnight.jpg
116057d1343150592-tomb-keral-heroselectsorcerer.jpg

HeroSelectSorcerer.jpg
116058d1343150592-tomb-keral-heroselectarcher.jpg

HeroSelectArcher.jpg
116059d1343150592-tomb-keral-gameplaystart.jpg

GameplayStart.jpg
116060d1343150617-tomb-keral-skillslotshow.jpg

SkillSlotShow.jpg
116061d1343150617-tomb-keral-skillslotshowability.jpg

SkillSlotShowAbility.jpg
116062d1343150617-tomb-keral-skillslotshowabilitychosen.jpg

SkillSlotShowAbilityChosen.jpg



Download, Challenges, Changelog and Version Progress
Latest Version: ALPHA 2.2a (protected) (since version alpha 2.2a was released, the map is now un-protected)


This version contain 25 waves and three (3) bosses. There are several (+100) items in the loot-table and three runes can be aquired (K'ar, Alm and Orx Rune).

Also, all classes is play-able. They are able to use their first and second spellbook, the third one is locked for now.


Also, feedback is very appreciated, thank you!



Download the ALPHA version 2.2a below and try the map!
Download Latest: View attachment Tomb of Keral ALPHA 2.2a.w3x (4.17 MB) - Not Protected



ALPHA version 2.2a
MAP
- Map size extended; but not the game play area. This is for the character tree (read below).
- From now the map is no longer protected, don't blame my rush code, it's not very optimized! :)

HEROES
- All heroes now have a character tree. This tree is used to spend attribute points.
- All base attributes reduced to 1.
- All base armor reduced from x to 0.
- All movement speed set to 275.
- Agility do now give 1% movementspeed per point.
- Agility do now give 0.2 armor per point, up from 0.15.

- Knight do now have a base mana pool of 50 at start.
- Knight do now have a mana regeneration of 1.25, down from 3.75.
- Sorcerer do now have a base mana pool of 60 at start.
- Sorcerer do now have a mana regeneration of 3.5, down from 5.0.
- Archer do now have a base mana pool of 20 at start.
- Archer do now have a mana regeneration of 1.0, down from 2.5.


ITEMS
- New items has been added to the loot-table.


GAME SYSTEM(S)
- Added a character tree. This tree allow players to modify their characters anyway they want; with stats. At the start the player will have 25 attribute points
he may spend on any attribute; Strength, Agility or Intelligence. However, because of this new system, all characters start with 1 in all stats. In order to
access this tree, the player have to press his/her ESCAPE-button. This cannot be used in a boss fight. Every level up still gives 2 attribute points to spend.
All units will get paused while the character tree is active.


--------------------------------


ALPHA version 2.1b
HEROES
Archer
- Attack speed changed from 1.00 second to 1.84 second.
- Base damage changed from 3 to 6.

Evade
- The counter-damage of Evade [Kar Rune] has been changed from a static 6 damage to Agility x0.4 damage.
- The health recover from Evade [Alm Rune] has been changed from a static 6 health to Intelligence x0.4.

Call of the Wind
- All Call of the Wind abilities movement speed and attack speed increase has been changed from 12% to 25%.

Vault
- All Vault abilities jump distance has been increased; changed from 425 to 500.

Powershot
- Renamed all Power Shot abilities into Powershot.
- The missile speed of all Powershot abilities has been changed from 1200 to 1400.
- Mana cost of Powershot [No Rune] and Powershot [Alm Rune] has been changed from 40 to 30.
- Mana cost of Powershot [K'ar & Orx Rune] has been changed from 50 to 40.
- Powershot now have an extra effect. Whenever you fire a Powershot to a target that recently was hit by a powershot (2.5 sec (stun duration))
the target will take Agility of Archer x0.75 extra damage from each single-target attack/spell (AoE abilities do not trigger) (lasts for 4 seconds).


Sorcerer
- Base armor changed from -2 to -1.
- New passive abilities! Lightning Mastery and Fire Mastery (tooltip together with Brilliant Mind).

Lightning Mastery
- Every 4th Lightning spell will shock the target, reducing its movementspeed by 75% for 3 seconds and dealing an additional Intelligence x2 damage.

Fire Mastery
- Every 4th Fire spell, you will summon a Fiery Elemental [No Rune] for free.

Frost Mastery
- Disabled at the moment.

Lightning
- Changed the damage of Lightning [No Rune] from 1 - 125 to (1 + Intelligence x0.5) - (100 + Intelligence x0.5).
- Changed the damage of Lightning [Alm Rune] from 15 - 75 to (25 + Intelligence x0.5) - (75 + Intelligence x0.5).

Summon Fiery Elemental
- Mana cost of Summon Fiery Elemental [No Rune] has been changed from 75 to 50.
- Mana cost of Summon Fiery Elemental [Alm Rune] has been changed from 100 to 75.
- Mana cost of Summon Fiery Elemental [K'ar & Orx Rune] has been changed from 150 to 125.


BOSSES
The Tomb Guardian
Spit
- Area of Effect changed from 175 to 128.

Devastating Slam
- Area of Effect changed from 210 to 150.
- The duration of the camera-shaking has been changed from 2.0 seconds to 1.5 second.

Hunger Jump
- Area of Effect changed from 175 to 128.
- Reduced the height he jumps from 300 to 225.
- Reduced the damage of the jump from 250 to 225.
- He do now have a maximum jump length; 1500.
- He do now become even more red when he is about to jump.
- He do now channel for an extra 1.5 second before he jumps.
- He do now jump a bit more accurate than he did before.
- His jump speed do now scale with his total jump distance (longer distance = faster speed; shorter distance = slower speed).


ITEMS
- Several new items has been added to the loot-table.


--------------------------------


ALPHA version 2.1a
HEROES
Archer
- Now fully play-able!
- Base attack damage increased from 0 to 3.
- Base armor reduced from 1 to -2.
- Turn rate changed from 0.6 to 0.3 (quicker).
- Attack range increased from 425 to 600.
- Attack animation is now faster.
- Base mana regeneration changed from 2.0 to 2.5.
- First and second skill slot unlocked and basic ability!

Sorcerer
- Now fully play-able!
- Attack range increased from 370 to 800.
- Base damage reduced from 0 to -6.
- Base armor reduced from 0 to -2.
- Movement speed increased from 240 to 250.
- First and second skill slot unlocked and basic ability!

BOSSES
The Tomb Guardian
- No longer becomes invulnerable while Hook is casting.
- The missile-speed of hook has been decreased slightly.
- Devastating Slam had its Area of Effect decreased by 15 (225 to 210).

GAME SYSTEM(S)
- Archer and Sorcerer is now play-able.
- Removed difficulty text of the heroes while selecing. It made no sense, all classes have its own difficulty and play-style; etc.


--------------------------------


ALPHA version 2.0b
UNITS
Flesh Golem
- Changed base damage from 24 to 22.
- Changed attack speed from 1.85s to 1.90s.

BOSSES
The Tomb Guardian
- Fixed an issue with his new ability, hook. He did cast this ability even if he was dead.
Vampire Mal'gar
- Fixed an issue with all his abilities. He did cast the abilities even if he was dead.


--------------------------------


ALPHA version 2.0a
HEROES
- All heroes do now start with a Small Health Potion in their inventory.

Knight
- Kar & Orx Rune abilities has been unlocked! The Orx rune is a 100% drop from the 2nd boss (Illusion of Ker'al).

Holy Light
- Fixed a typo with Holy Light [Alm Rune].

Speed of Light
- Fixed an issue with Speed of Light [No Rune]; the charge distance wasn't correct.
- The damage of Speed of Light [No Rune] has been increased from Strength x1.0 to Strength x1.25.
- The damage of Speed of Light [Alm Rune] has been increased from Strength x1.0 to Strength x1.25.
- Improved all of the Speed of Light abilities' tooltip.

Devotion Aura
- Fixed an issue with Devotion Aura [Alm Rune]; it didn't regenerate 2 hitpoints per second as it mentioned.

UNITS
Tomb Ghost
- Attack Speed changed from 1.75s to 1.82s.
- Movement Speed changed from 400 to 325.

Flesh Golem
- Changed base damage from 26 to 24.
- Attack Speed changed from 2.0s to 1.85s.

BOSSES
The Tomb Guardian
- New ability; Hook! Ker'al has enhanced his abonimation with a new ability, be aware!
- Team color changed to Red, don't get confused by this.
- Model-Size reduced slightly.
- Before he do his Hunger Jump ability, he will turn a bit red-ish; make it easier for the player to avoid the ability.

Illusion of Ker'al
- Health reduced from 1800 to 1750 hitpoints.
- Decreased the damage of Unholy Wave from 160 to 145.
- Decreased the damage of Unholy Slash from 350 to 275.
- Increased the timer of the Summon Skeleton Mage ability slighlty.
- Movement Speed changed from 250 to 522.

ITEMS
- Several new items have been added to the Loot-Table (more than 100 items in the loot-table now)!
- All rare items do now also have an unique custom text!
- Fixed an incorrectly name of a rare item dropped by The Tomb Guardian.

GAME SYSTEM(S)
- 5 new waves has been added; including the 3rd boss, Vampire Mal'gar!


--------------------------------


ALPHA version 1.0c
HEROES
Knight
- The Knight has now gained his last ability in his 2nd Skill Slot; Holy Shock.

Holy Light
- Fixed a typo with Holy Light [Alm Rune].
- Mana cost of Holy Light [No Rune] has been changed from 75 to 50.
- Mana cost of Holy Light [Kar Rune] has been changed from 125 to 75.
- Mana cost of Holy Light [Alm Rune] has been changed from 100 to 65.

Speed of Light
- The charge distance of Speed of Light [No Rune] has been changed from 800 to 600.
- The charge distance modifier of Speed of Light [Kar Rune] has been changed from 60% to 50%.
- The charge distance of Speed of Light [Kar Rune] has been changed from 320 to 300.
- The charge distance of Speed of Light [Alm Rune] has been changed from 800 to 600.
- Mana cost of Speed of Light [No Rune] has been changed from 50 to 45.
- Mana cost of Speed of Light [Kar Rune] has been changed from 100 to 70.
- Mana cost of Speed of Light [Alm Rune] is the same, but cooldown has been changed from 5 to 4 seconds.

Holy Strength
- Mana cost of all Holy Strength abilities has been changed to 25.
- Duration of all Holy Strength abilities has been changed from 12 to 10 seconds.

UNITS
Tomb Ghost
- Base damage has been changed from 26 to 22.
- Do now drop items.

Swarm
- Fixed an issue where the Swarm units didn't regenerate hitpoints.
- Health-pool has been changed from 6 to 12.
- Health-regeneration has been changed from 6 to 12 hp/sec.

Flesh Golem
- Base armor has been changed from 1 to 2.
- Stun chance has been changed from 6% to 7.5%.

Skeleton Warrior
- Skeleton Warrior is now level 2 instead of 1, rewarding more experience when killed.

BOSSES
The Tomb Guardian
- Devastating Slam do now only channel for 2.25 seconds, down from 3 seconds.

ITEMS
- Added a new item: Small Mana Potion (restore 75 mana points).
- Added a new rare item!

GAME SYSTEM(S)
- The text that appear above items on the ground do no longer appear if the item is dead.


--------------------------------


ALPHA version 1.0b
- Reduced the file-size of the map by 5MB (from ~8.5MB to ~3.5MB).


--------------------------------


ALPHA version 1.0a
- First public version.


Progress of next Version: [ | | | | | | | | | | ] ~5.00% (ALPHA 2.2b)

  • Add more waves and bosses.
  • More balancing!
  • Add more items.
  • Finish the skill-tree for character abilities (attribute tree is done).


I want to thank all those people who are on this list! If I've missed someone and you see your resource in my map, please tell me.

Chizume (http://www.hiveworkshop.com/forums/members/chizume/)
for testing and nice feedback

BTNDragonFire
by 67chrome

BTNFireShield
by Darkfang

Artillery Strike
by WILL THE ALMIGHTY

Comet
by WILL THE ALMIGHTY

BTNRainofFire
by Mr.Goblin

BTNdDMeteorRain
by dansaDisco

BTNSphereOfFire
by PeeKay

LightningStrikeLarge by Callahan
by Callahan

BTNANAOrbOfLightning
by Anachron

BTNLightningGlobe3
by Hemske

BTNMindMagic
by HappyCockroach

BTNWeb2Spiderless
by Golden-Drake

BTNPoisonArrowHeads
by Wezthal

BTNArrowStorm
by Deathclaw24

BTNPowerShot
by NFWar

BTNPhantomArrow
by Darkfang

BTNJump
by NFWar

BTNKick
by -Berz-

BTNNatureTornado
by kola

BTNWindsBow
by Mc !

Healing Surge
by RetroSexual

BTNANAHealingButterfliesFixed
by Anachron

BTNEvadeNE
by lelyanra

PalmTree
by Buster

BTNHolybird
by bigapple90

BTNShackle
by KelThuzad

BTNHolyAxe
by bigapple90

BTNANAHolyEnergy
by Anachron

BTNPHolyLight
by Paladon

Game Music
Author
DjMindsweeper
http://www.newgrounds.com/audio/listen/347705

BTNHolyPaladin
by BloodElf300

BTNSphereOfDivine
by PeeKay

BTNHolyPower
by KelThuzad

Sound Voices (Bosses)
Blizzard Entertainment

BTNGuardianAura
by The_Avenger's_Return

BTNPHolyBolt
by Paladon

BTNHolyStrike
by AbstractCreativity

BTNcrHOLYllllwind
by CRAZYRUSSIAN

Butcher's Axe by Sunchips
by Sunchips

BTNBloodyAxe
by -ToasT

Item Shield
by Tr!KzZ
BTNblueJApotionGS
by GooS

Buckets (With and Without Water)
by Deolrin

World Eaters Helm
by ironmaiden

Lesser Mana Potion
by Ket

BTNHolySphere
by Darkfang

BTNHolyHammerSwing
by Palaslayer

BloodySplat Missile
by NewbieMapper

Greater Mana Potion
by Ket

BTNCriticalWound
by 4eNNightmare

BTNG_Fade_Evade
by CRAZYRUSSIAN

 
Last edited:
Level 19
Joined
Aug 16, 2007
Messages
881
Thanks for testing maddeem!

The Tomb Ghosts may be a little too strong at the moment, but myself have completed the game. You have to be a little lucky with the item drops at the moment. :) (Forgot to add the Tomb Ghost in the Guide, hm.)

The mana cost of the Knights' abilities is experimental at the moment and will after enough feedback and testing be changed.

The 1st boss is pretty good, but I'm considering add something more to it and improve his abilities! :)
 
Level 19
Joined
Aug 16, 2007
Messages
881
Yes! I've been a bit busy today but progress have been made. I'll probably release a new version tomorrow with many balance improvements and more! A changelog with all the details will be released together with the new version of the map. :)

Also, I can see 20 downloads at the moment but no feedback? Come on! :)

------------------

EDIT: ALPHA version 1.0c has been released, take a look at the changelog, there are some balance fixes and minor fixes and changes. Try it out and please, feedback is very appreciated! The Challenge is still active!

ALPHA version 1.0c
HEROES
Knight
- The Knight has now gained his last ability in his 2nd Skill Slot; Holy Shock.

Holy Light
- Fixed a typo with Holy Light [Alm Rune].
- Mana cost of Holy Light [No Rune] has been changed from 75 to 50.
- Mana cost of Holy Light [Kar Rune] has been changed from 125 to 75.
- Mana cost of Holy Light [Alm Rune] has been changed from 100 to 65.

Speed of Light
- The charge distance of Speed of Light [No Rune] has been changed from 800 to 600.
- The charge distance modifier of Speed of Light [Kar Rune] has been changed from 60% to 50%.
- The charge distance of Speed of Light [Kar Rune] has been changed from 320 to 300.
- The charge distance of Speed of Light [Alm Rune] has been changed from 800 to 600.
- Mana cost of Speed of Light [No Rune] has been changed from 50 to 45.
- Mana cost of Speed of Light [Kar Rune] has been changed from 100 to 70.
- Mana cost of Speed of Light [Alm Rune] is the same, but cooldown has been changed from 5 to 4 seconds.

Holy Strength
- Mana cost of all Holy Strength abilities has been changed to 25.
- Duration of all Holy Strength abilities has been changed from 12 to 10 seconds.

UNITS
Tomb Ghost
- Base damage has been changed from 26 to 22.
- Do now drop items.

Swarm
- Fixed an issue where the Swarm units didn't regenerate hitpoints.
- Health-pool has been changed from 6 to 12.
- Health-regeneration has been changed from 6 to 12 hp/sec.

Flesh Golem
- Base armor has been changed from 1 to 2.
- Stun chance has been changed from 6% to 7.5%.

Skeleton Warrior
- Skeleton Warrior is now level 2 instead of 1, rewarding more experience when killed.

BOSSES
The Tomb Guardian
- Devastating Slam do now only channel for 2.25 seconds, down from 3 seconds.

ITEMS
- Added a new item: Small Mana Potion (restore 75 mana points).
- Added a new rare item!

GAME SYSTEM(S)
- The text that appear above items on the ground do no longer appear if the item is dead.
 
Level 19
Joined
Aug 16, 2007
Messages
881
well I tried it and died at the first boss I don't know if it was just me or others experinced it as well but nice game.
Hope I was a help

Thank you for testing! If you have any feedback (things that can be improved and such) I'd love to hear it! :)

To beat the first boss you gotta avoid him until he casts, then attack him :p

That's a good tactic, even used by me; that's why I want to add something extra to him, make him harder and not just like this, any ideas would be awesome! :)


Also, version 2.0a is under development. This include for instance 10 new waves; including the 3rd boss (information about this boss will be added)! :) Also, I'd like to finish the Knights' level 5 (3rd) skill-slot abilities before releasing this version.

More testers is also lovely, please test the map and write a feedback! :)
 
Level 19
Joined
Aug 16, 2007
Messages
881
I like it.

It has a couple of similarities with my own map Classic Survival in fact (I guess it makes my opinion a bit biased). Yours is more heroic and well built all-around though. I'll keep track of your progress.

Good luck!

Thank you!

--------

Edit: ALPHA 2.0a has been released. Read the changelog below, also a new challenge has been added, read about this challenge in the first post.
ALPHA version 2.0a
HEROES
- All heroes do now start with a Small Health Potion in their inventory.

Knight
- Kar & Orx Rune abilities has been unlocked! The Orx rune is a 100% drop from the 2nd boss (Illusion of Ker'al).

Holy Light
- Fixed a typo with Holy Light [Alm Rune].

Speed of Light
- Fixed an issue with Speed of Light [No Rune]; the charge distance wasn't correct.
- The damage of Speed of Light [No Rune] has been increased from Strength x1.0 to Strength x1.25.
- The damage of Speed of Light [Alm Rune] has been increased from Strength x1.0 to Strength x1.25.
- Improved all of the Speed of Light abilities' tooltip.

Devotion Aura
- Fixed an issue with Devotion Aura [Alm Rune]; it didn't regenerate 2 hitpoints per second as it mentioned.

UNITS
Tomb Ghost
- Attack Speed changed from 1.75s to 1.82s.
- Movement Speed changed from 400 to 325.

Flesh Golem
- Changed base damage from 26 to 24.
- Attack Speed changed from 2.0s to 1.85s.

BOSSES
The Tomb Guardian
- New ability; Hook! Ker'al has enhanced his abonimation with a new ability, be aware!
- Team color changed to Red, don't get confused by this.
- Model-Size reduced slightly.
- Before he do his Hunger Jump ability, he will turn a bit red-ish; make it easier for the player to avoid the ability.

Illusion of Ker'al
- Health reduced from 1800 to 1750 hitpoints.
- Decreased the damage of Unholy Wave from 160 to 145.
- Decreased the damage of Unholy Slash from 350 to 275.
- Increased the timer of the Summon Skeleton Mage ability slighlty.
- Movement Speed changed from 250 to 522.

ITEMS
- Several new items have been added to the Loot-Table (more than 100 items in the loot-table now)!
- All rare items do now also have an unique custom text!
- Fixed an incorrectly name of a rare item dropped by The Tomb Guardian.

GAME SYSTEM(S)
- 5 new waves has been added; including the 3rd boss, Vampire Mal'gar!


Edit: Uploaded a new version; ALPHA 2.0b. This version contain a few bug-fixes with The Tomb Guardian and Vampire Mal'gar. Also the Flesh Golems' was weakened.
ALPHA version 2.0b
UNITS
Flesh Golem
- Changed base damage from 24 to 22.
- Changed attack speed from 1.85s to 1.90s.

BOSSES
The Tomb Guardian
- Fixed an issue with his new ability, hook. He did cast this ability even if he was dead.
Vampire Mal'gar
- Fixed an issue with all his abilities. He did cast the abilities even if he was dead.


2012-07-31 - Edit: BUMP - I'd love some more people test the map and spend a few minutes write a feedback too. You can download the map in my first post at the download link. This would help me a lot with my progress! Thank you.


2012-08-02 - Edit 1: The Archer class is done as planned, as the Knight she has her 1st and 2nd skill slot available.

2012-08-02 - Edit 2: The Sorcerer class is also done as planned! Much work today and I'm happy with that. Also, I've added a full credit list in the first post, sorry for the delay. Thank you. The new version should be up very soon.

2012-08-02 - Edit 3: New version will be uploaded very soon. The new version is uploaded. Read the changelog for ALPHA version 2.1a below.

ALPHA version 2.1a
HEROES
Archer
- Now fully play-able!
- Base attack damage increased from 0 to 3.
- Base armor reduced from 1 to -2.
- Turn rate changed from 0.6 to 0.3 (quicker).
- Attack range increased from 425 to 600.
- Attack animation is now faster.
- Base mana regeneration changed from 2.0 to 2.5.
- First and second skill slot unlocked and basic ability!

Sorcerer
- Now fully play-able!
- Attack range increased from 370 to 800.
- Base damage reduced from 0 to -6.
- Base armor reduced from 0 to -2.
- Movement speed increased from 240 to 250.
- First and second skill slot unlocked and basic ability!

BOSSES
The Tomb Guardian
- No longer becomes invulnerable while Hook is casting.
- The missile-speed of hook has been decreased slightly.
- Devastating Slam had its Area of Effect decreased by 15 (225 to 210).

GAME SYSTEM(S)
- Archer and Sorcerer is now play-able.
- Removed difficulty text of the heroes while selecing. It made no sense, all classes have its own difficulty and play-style; etc.


I'll be glad if someone test the map and make a review! :)

-
 
Level 11
Joined
May 26, 2009
Messages
760
Hey, I was testing your game once again but realized I was too tired to come up with much constructive criticism. I got two points though. I may drop by with more feedback tomorrow when I've looked at it with fresh eyes. But for now:
  • The Archer's abilities feel subpar compared to simply auto-attacking with the Q boost. It's way more efficient to just aa, both for dealing damage and saving mana.
  • Also, perhaps I'm just bad; but leap on the Abomination is hard/impossible to avoid as it jumps very quickly to your location.
Alright, talk to you later!

gn
 
Level 19
Joined
Aug 16, 2007
Messages
881
Thank you for this feedback Chizume, it's very appreciative!

Chizume said:
The Archer's abilities feel subpar compared to simply auto-attacking with the Q boost. It's way more efficient to just aa, both for dealing damage and saving mana.
When you have time, may you explain a bit more of this Archer point; because I don't really get what you mean. Do you mean that the abilities the Archer has (Skill-Slot 1 only?) is not really worth to use, because it's more effective to just use the normal auto-attack?

Chizume said:
Also, perhaps I'm just bad; but leap on the Abomination is hard/impossible to avoid as it jumps very quickly to your location.
You are right; it is very hard to avoid the jump if you don't have any mana left. In example, the Knight may use his Speed of Light ability to avoid the jump. The Archer may use her Vault ability to avoid the jump and the Sorcerer may use his Lightning Shield to take 0 damage.

However; without mana it's hard. So, the next version will contain the following changes to his Hunger Jump ability, it's tested and in my opinion, it became better.

Hunger Jump
- Area of Effect changed from 175 to 128.
- Reduced the height he jumps from 300 to 225.
- Reduced the damage of the jump from 250 to 225.
- He do now have a maximum jump length; 1500.
- He do now become even more red when he is about to jump.
- He do now channel for an extra 1.5 second before he jumps.
- He do now jump a bit more accurate than he did before.
- His jump speed do now scale with his total jump distance (longer distance = higher speed; shorter distance = lower speed)


Thanks again for testing and I'll be glad to read more from you. Goodnight.
 
Level 11
Joined
May 26, 2009
Messages
760
Archer
She attacks really fast. Why would I cast a spell and miss 2-3 autoattacks worth of damage to cast a spell which costs mana and deals less damage? I think it would be cooler if she had slower more powerful attack so that you get a sense of power instead of just tossing em away like paper planes! Stun is pretty good for boss though, but not much else.

Knight
I like this character the most, he seems fairly solid overall. I find it a bit strange that many of his spells scale with attributes when the other classes' spells don't though.

Sorcerer
The lightning/electricity spells are frustrating. The RNG elements play a too big role imo; especially combined with the RNG passive. You either get a ton of damage for free, or waste all your mana for little.

General
In general I think the gameplay would benefit from less RNG. For instance a good solution for the Sorcerer would be to have every 4th or 5th spell be free so that you can feel clever and do some calculations; while its still the same thing. I think it would be rewarding for the player. Also combos would spice the gameplay up. Like for instance; Lightning: Deals # - # spell damage and applies Shock debuff for 3 seconds. Shock makes the affected target take 10 bonus damage and is stunned/purged/slowed/something upon being hit by an autoattack.
Also things like deals bonus damage to stunned units for archer (because of stun arrow) and so on. Synergy between the spells; to stray away a bit from the typical autoattacking character and the spellcasting character.

Most of these points are just personal ideas of what makes gameplay more interesting, but I hope you find some of it useful.
 
Level 19
Joined
Aug 16, 2007
Messages
881
Archer
She attacks really fast. Why would I cast a spell and miss 2-3 autoattacks worth of damage to cast a spell which costs mana and deals less damage? I think it would be cooler if she had slower more powerful attack so that you get a sense of power instead of just tossing em away like paper planes! Stun is pretty good for boss though, but not much else.

Knight
I like this character the most, he seems fairly solid overall. I find it a bit strange that many of his spells scale with attributes when the other classes' spells don't though.

Sorcerer
The lightning/electricity spells are frustrating. The RNG elements play a too big role imo; especially combined with the RNG passive. You either get a ton of damage for free, or waste all your mana for little.

General
In general I think the gameplay would benefit from less RNG. For instance a good solution for the Sorcerer would be to have every 4th or 5th spell be free so that you can feel clever and do some calculations; while its still the same thing. I think it would be rewarding for the player. Also combos would spice the gameplay up. Like for instance; Lightning: Deals # - # spell damage and applies Shock debuff for 3 seconds. Shock makes the affected target take 10 bonus damage and is stunned/purged/slowed/something upon being hit by an autoattack.
Also things like deals bonus damage to stunned units for archer (because of stun arrow) and so on. Synergy between the spells; to stray away a bit from the typical autoattacking character and the spellcasting character.

Most of these points are just personal ideas of what makes gameplay more interesting, but I hope you find some of it useful.

Sorry for the delay, been a very busy weekend for me, Chizume. Thank you for your feedback!

Archer
I've read your Archer part and I agree with you. I will try to make her more ability-effective with the next patch.

Knight
I will try to add more attribute-scaled abilities to the Archer and the Sorcerer too. This allow the abilities to scale in late waves.

Sorcerer
I actually thought this RNG would be a fun element. If you're lucky you do, as you said, deal a lot of damage for almost no mana cost, or you have to kite a bit in order to survive. However, I'll adjust the RNG a bit into a more less frustrating numbers.

General
I like the combo ideas; I'll take a deeper look into this and see if I may come up with some good stuff!


Thank you again (+rep if possible (can't at the moment)) and your name in the Credits! :)
2012-08-06 Edit: New version is up (alpha 2.1b). It contain a lot of changes to the Archer and the Sorcerer, so read the changelog below for further information.


ALPHA version 2.1b
HEROES
Archer
- Attack speed changed from 1.00 second to 1.84 second.
- Base damage changed from 3 to 6.

Evade
- The counter-damage of Evade [Kar Rune] has been changed from a static 6 damage to Agility x0.4 damage.
- The health recover from Evade [Alm Rune] has been changed from a static 6 health to Intelligence x0.4.

Call of the Wind
- All Call of the Wind abilities movement speed and attack speed increase has been changed from 12% to 25%.

Vault
- All Vault abilities jump distance has been increased; changed from 425 to 500.

Powershot
- Renamed all Power Shot abilities into Powershot.
- The missile speed of all Powershot abilities has been changed from 1200 to 1400.
- Mana cost of Powershot [No Rune] and Powershot [Alm Rune] has been changed from 40 to 30.
- Mana cost of Powershot [K'ar & Orx Rune] has been changed from 50 to 40.
- Powershot now have an extra effect. Whenever you fire a Powershot to a target that recently was hit by a powershot (2.5 sec (stun duration))
the target will take Agility of Archer x0.75 extra damage from each single-target attack/spell (AoE abilities do not trigger) (lasts for 4 seconds).


Sorcerer
- Base armor changed from -2 to -1.
- New passive abilities! Lightning Mastery and Fire Mastery (tooltip together with Brilliant Mind).

Lightning Mastery
- Every 4th Lightning spell will shock the target, reducing its movementspeed by 75% for 3 seconds and dealing an additional Intelligence x2 damage.

Fire Mastery
- Every 4th Fire spell, you will summon a Fiery Elemental [No Rune] for free.

Frost Mastery
- Disabled at the moment.

Lightning
- Changed the damage of Lightning [No Rune] from 1 - 125 to (1 + Intelligence x0.5) - (100 + Intelligence x0.5).
- Changed the damage of Lightning [Alm Rune] from 15 - 75 to (25 + Intelligence x0.5) - (75 + Intelligence x0.5).

Summon Fiery Elemental
- Mana cost of Summon Fiery Elemental [No Rune] has been changed from 75 to 50.
- Mana cost of Summon Fiery Elemental [Alm Rune] has been changed from 100 to 75.
- Mana cost of Summon Fiery Elemental [K'ar & Orx Rune] has been changed from 150 to 125.


BOSSES
The Tomb Guardian
Spit
- Area of Effect changed from 175 to 128.

Devastating Slam
- Area of Effect changed from 210 to 150.
- The duration of the camera-shaking has been changed from 2.0 seconds to 1.5 second.

Hunger Jump
- Area of Effect changed from 175 to 128.
- Reduced the height he jumps from 300 to 225.
- Reduced the damage of the jump from 250 to 225.
- He do now have a maximum jump length; 1500.
- He do now become even more red when he is about to jump.
- He do now channel for an extra 1.5 second before he jumps.
- He do now jump a bit more accurate than he did before.
- His jump speed do now scale with his total jump distance (longer distance = faster speed; shorter distance = slower speed).


ITEMS
- Several new items has been added to the loot-table.


The biggest change in this patch is probably the Sorcerer. With his new Mastery ability (passive):

Lightning Mastery
- Every 4th Lightning spell will shock the target, reducing its movementspeed by 75% for 3 seconds and dealing an additional Intelligence x2 damage.

Fire Mastery
- Every 4th Fire spell, you will summon a Fiery Elemental [No Rune] for free.

The tooltip for those mastery abilities are together with Brilliant Mind. With this I also added a floating text next to the Sorcerer, which show you your current spell-number.




Version 2.2a is under development. As you can read in the first post under the Progress-bar I've added a "What is planned for the next version?" tab, I'll post it here too, below:
  • Atleast 5 new waves together with one new boss.
  • More balancing
  • Add some Artifact-items (those will be the most quality items in the game; atleast four special stats).
  • I consider add some kind of "talent-tree"; where you can upgrade your spells.
  • I consider add some kind of "attribute-tree"; an update to the dialog system currently implented. Together with this attribute-tree, players will start with 1 Strength, 1 Agility and 1 Intelligence, but they will have X attribute-points to spend at the start of the game; so you may modify your character any way you would like at the start.

The progress so far is the Talent/Attribute tree (I'll consider merge it into one tree). I've done some small work around it. You can check the image below.


This is a very early stage and many things will improve before the release of this version.





2.2a out

Alpha Version 2.2a is out! Read the changelog below for the updates in this version.

ALPHA VERSION 2.2a CHANGELOG
ALPHA version 2.2a
MAP
- Map size extended; but not the game play area. This is for the character tree (read below).
- From now the map is no longer protected, don't blame my rush code, it's not very optimized! :)

HEROES
- All heroes now have a character tree. This tree is used to spend attribute points.
- All base attributes reduced to 1.
- All base armor reduced from x to 0.
- All movement speed set to 275.
- Agility do now give 1% movementspeed per point.
- Agility do now give 0.2 armor per point, up from 0.15.

- Knight do now have a base mana pool of 50 at start.
- Knight do now have a mana regeneration of 1.25, down from 3.75.
- Sorcerer do now have a base mana pool of 60 at start.
- Sorcerer do now have a mana regeneration of 3.5, down from 5.0.
- Archer do now have a base mana pool of 20 at start.
- Archer do now have a mana regeneration of 1.0, down from 2.5.


ITEMS
- New items has been added to the loot-table.


GAME SYSTEM(S)
- Added a character tree. This tree allow players to modify their characters anyway they want; with stats. At the start the player will have 25 attribute points
he may spend on any attribute; Strength, Agility or Intelligence. However, because of this new system, all characters start with 1 in all stats. In order to
access this tree, the player have to press his/her ESCAPE-button. This cannot be used in a boss fight. Every level up still gives 2 attribute points to spend.
All units will get paused while the character tree is active.


Note: Challenges removed because I made the map no longer protected.

 
Level 19
Joined
Aug 16, 2007
Messages
881
Pretty fun map, i like it! ;)

Thank you!

Hi. I have a bug report. I was eager to get started and didn't read the text in the beginning, and took for granted that the Esc key would select the hero, instead it got me stuck on "Skill Tree - Disabled ATM", and I had to restart Wc3.

Thank you for finding this. Will be fixed in the next version of the map. Unknown however when the next version will be done.
 
Level 4
Joined
Jun 2, 2012
Messages
746
This project is so interesting. And your right everyone likes Hack n Slash! When I see, the screenshots, even without imported files you still got some really nice terrain. I like too that you can choose skill for skill slots... very interesting! THe bosses and monsters you listed are cool to! Really looking forward to this game!
 
Level 19
Joined
Aug 16, 2007
Messages
881
This project is so interesting. And your right everyone likes Hack n Slash! When I see, the screenshots, even without imported files you still got some really nice terrain. I like too that you can choose skill for skill slots... very interesting! THe bosses and monsters you listed are cool to! Really looking forward to this game!

Thank you. As Chizume said, you are able to play the map. You are able to download it here! :)
 
Level 10
Joined
Jan 20, 2011
Messages
492
Haha I found out that whosyourdaddy system the hard way :)

You should make a second map of this, but make it 2 player, so a friend can join you. That would be epic, since you would have to co-ordinate with each other.

If you do think this is a good, I would suggeest at the start, it comes up with a box, asking what difficulty, Single Player or Multiplayer.

This is just a suggestion, I think would be cool
 
Level 19
Joined
Aug 16, 2007
Messages
881
Haha I found out that whosyourdaddy system the hard way :)

You should make a second map of this, but make it 2 player, so a friend can join you. That would be epic, since you would have to co-ordinate with each other.

If you do think this is a good, I would suggeest at the start, it comes up with a box, asking what difficulty, Single Player or Multiplayer.

This is just a suggestion, I think would be cool

It will take a lot of time to make this into a two(+) player map. Most of the things (especially the boss mechanics) are hard coded; so it will only affect Player 1 (Red).

Thank you for the suggestion by the way. I'll see if I may add a difficulty system.
 
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