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Ultimate Showdown is a MOBA map which focuses entirely on a duel aspect, meaning there is only room for 2 players. No less, no more. Just you and your enemy.
This map was never meant to see the daylight, until it grew to it's actual size. It was only meant to be a "1v1 experience for me and my friend". It's also my first map, which has been shared outside of my neighbourhood
Lots of things require polishing, although I hope it at least will be enjoyable experience for you, as it was for me and my friends
In this section, you will find all required data, hints and rules.
# There are 2 sides of map, each one has its own:
- Spawn Point
- Jungle Camps
- Spiritual Stone spot
- Towers with Castle
# In the middle of the map, you may find:
- 2 Boss respawns
- Diamond respawn point
Main task of the game is pretty much the same as in any other MOBA game; you have to destroy enemy's Castle. In order to do that, you have to destroy all Towers in the main alley. When all Towers are destroyed, Castle becomes vulnerable and you are one step from your final task.
You are being assisted by Skeletal Minions which spawn every 30 seconds. They will follow the lane straight forward to enemy's Castle, attacking anything in their path.
In Ultimate Showdown, there are 2 kinds of resources:
- Gold
- Diamonds
# Gold is a primary currency of Ultimate Showdown. You are able to get gold by:
- Killing Minions
- Killing Trolls
- Killing opposing hero
- Killing Bosses
- Waiting. Gold is given to you every second
# Diamond is a secondary currency of Ultimate Showdown. Diamonds are meant to delay rushing some powerful items, or give a room for risky decisions with your build (i.e. should you buy 2 items, each worth some gold + 1 diamond, or wait for more diamonds and buy one item worth gold + 7 diamonds)?
You can get diamonds by:
- Collecting them (1 spawns every 150 seconds in the middle of map)
- Killing Ogres (+1)
- Killing Bosses (+1)
- Destroying a Spiritual Stone (+3)
- Killing opposing hero (+1)
# Upon selecting a hero, in your spawn, there will be created a set of 4 shops with various items, depending on the main attribute of your hero. Each attribute group has its own set of items, with individual effects, costs and destinations.
There are 4 main shop groups:
- Offensive Items: mostly designed for combat, the most expensive option of all
- Defensive Items: designed for better survivability, less expensive than items mentioned above
- Utility Items: anything else like Starting Items, Potions and Tomes
- Boot Shop: shop with Boots. Once you purchase a pair of boots, this building will be destroyed and no more pair of boots will be available
There are 3 basic jungle camps for each side of map:
- Spider camp
- Troll camp
- Ogre camp
# Spider camp provides only some gold with a Potion and is easiest to clear. Additionally, Spider never respawns.
# Troll camp provides 350 gold. Respawns every 120 seconds.
# Ogre camp provides 1 diamond. Respawns every 120 seconds.
There are also 2 spots with "Spiritual Stones", connected with Boss pits and Spider's corridor. By destroying a Spiritual Stone, your hero:
- Receives a bonus +15 to all attributes
- Gets teleported with all alive player units to the middle of the map
- All player units have their health and mana replenished
- Receives 3 diamonds
If a player has got both Stones destroyed, he starts to spawn Guardians of the Stone every 40 seconds as an extra minion.
There are 2 spots where bosses respawn:
- River (top)
- Dungeon (bottom)
First bosses are available since the very beginning, though you can't get any access to them before 2:00 minute mark, since the gates are still locked.
Bosses in River:
- Hydra
- Sea Giant
# Hydra is initial boss. You get 250 gold and Hydra's Egg for killing it. Hydra's Egg can be used to summon a Hydra for 90 seconds.
# Sea Giant is a secondary boss, tougher than Hydra. You get 750 gold for killing it and a Tome of Knowledge which gives you +15 to all attributes.
Bosses in Dungeon:
- Warlock
- Augmented Warlock
# Warlock is initial boss. You get 1000 gold for killing him.
# Augmented Warlock is a secondary boss, tougher than Regular Warlock. You get completely random item, even one your class doesn't have in stock (i.e. An Agility item when playing Intelligence hero).
Every boss occurs only once per map. Sea Giant and Augmented Warlock spawn after 5 minutes after killing initial boss from a corresponding spot.
1.0.1
*HOTFIX* - Heroes have now their attack damage increased per level properly.
- Added Credits to the Quest Log.
1.0
Map added.
I'd love to thank to everybody who have shared their resources here on HIVE, so the map looks at least "appealing"
Authors of external resources(models, icons, spells):
bigapple90
CRAZYRUSSIAN
-Berz-
PeeKay
Krysis
NFWar
Praytic
Hadeis
HappyTauren
JollyD
Mad
Blood Raven
zbc
Darkfang
Hellx-Magnus
KingB00ker
PrinceYaser
Blizzard Entertainment (lol)
plazma019
Raging Ent
Callahan
General Frank
FrIkY
SuPa-
67chrome
Freddyk
Sin'dorei300
-Grendel
Tarrasque
Mr.Goblin
viiva
D.ee
-Kobas-
Orthon
The_Silent
Golden-Drake
HappyCockroach
Marcos DAB
GooS
KelThuzad
DiscipleOfLife
SkriK
The Panda
Juan_Ann
Revolve
Raging Ent
Deathclaw24
Banzay89
Serbianbeast
Riley
Praytic
Nightmare Moon
Crowolf
JesusHipster
Horn
Necrokenis
tomv8
JetFangInferno
Pyritie
levigeorge1617
DragoonZombie
Deep Sea Kraken
Tranquil
pWn3d
WILL THE ALMIGHTY
Infrisios
BurninRose
dickxunder
Thrikodius
marcus158
Champara Bros
Zack1996
Deolrin
Sellenisko
Truth Troll UA
sPy
Boogles
epsilon
Jhonny Janbo
UgoUgo
SuPa-
nGy
Alpain
Em!
Kenntaur
Kino
Sellenisko
AhhFreshWeeD
MiniMage
CreatorD3292
DCrimson
If you can see that your object is being used and no credit has been given: message me immediately, and I will fix that error. Unfortunately, this map had been originally developed for private us only, and I kept no track on resource use, hence before uploading I had to triple check the internet for sources, and might have missed something completely by a mistake.
There are also plenty of unused resources, which had been utilized in the past and have no other use anymore. I am currently to busy to clean-up this stuff, will do in the future to reduce weight and make everything tidier.
Interesting map and good. I played it with friend and it was awesome.
1. Try added more monster for farming and more Big bosses.
2. Want to see it someday 8vs8 cause i think it will be better than Horde vs Alliance
I like this map and i look foreward to see new versions.
I dont found a bug whne i played with friend. But we played only 1 round so still something can show up.
Actually, jungle camps seem to be underwhelming for now indeed, they don't really serve their purpose. I mean, they do, but that area feels a bit dead for now and might need some overhaul (actually once again, since in all those beta and alpha versions, creeps have been changed numerous of times, none of these changes went good so far, I've left the best of the worst versions, which still needs some love).
About 8v8, well, this map was planned from the very beginning to be exclusively focused on duel aspect. I thought about making 2v2 version, although this idea has been halted and I may return to it in the future.
Making it for more than 4 players, would mean I'd have to make completely new one from a scratch. That's a thing I would not be able to promise for now. More, I'd probably start any new work for Reforged.
And yea, I am planning to make some changes in the near future, thinking also about creating some new heroes, and of course will make some balance changes overtime, which is going to be tough, since my buddy has abandoned my project, and is no longer willing to assist me in any testing (shame). Guess I'll have to handle things by myself.
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.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
Thanks for your review.
I am currently too busy to fix all stuff you have mentioned here, although I wish to improve overtime.
There is only one thing I'd like to briefly address:
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