• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Undead Siege Marines 1.47

Overview

Leaderboards

Changelog

Media

Heroes

Credits


Premise
  • Do you like Diablo?
  • Do you like games with a high skill cap?
  • Do you like MOBAs, but want a cooperative game to play with friends sometimes?
If you answered "yes" to any of the above, this game is for you!

In 30XXX, a crack commando unit was betrayed by a deranged leader out for power. They found the truth and got their revenge, only to be branded as renegades. Today, still wanted by the Imperium, they survive as soldiers of fortune. Mongoose City is beset by the undead, demons, Chaos-tainted soldiers, and all manner of mutants. Their people need help, and the Imperium isn't coming. It's up to you to get in there, wipe out the freaks, save the civilians, and do it in style.


Features
  • Physics system: Aim, dodge and reflect grenades, rockets, bouncing plasma bolts, and more!
  • Revive system: Get knocked out? Your teammates and your own stubborn spirit can bring you back.
  • Save/Load: Save your rank and access up to 26 innate abilities in future games.
  • Director System: Difficulty adjusts for the number of players in game, their status, and current score.
  • Active Environment: Commandeer local resources, like hospitals, tanks, and orbital cannons.
  • NPC AI and Command System: NPCs act intelligently so you can focus on your hero.
  • Quests: Assist various civilians and military NPCs for rewards, bring them with you to bolster your strength, or use them as bait: it's up to you!
  • Game Length: 15-30 minutes per run; 20+ hours for all gameplay
Leaderboards
If your team beats one of the top 3 scores, post your replay to this thread and you'll be added to the Leaderboard here and in the next version of the map!
ScoreServerPlayers
23,047,724US EastDeath_Waits, Lorddreed, omgsilence, Setokaiva, T.Dogg, WhindGhost8
12,154,050Asiadismorfof, Maho, miwako, ohagi, Ruuna, scanf
11,734,900US EastDeath_Waits, Exloj, Leidan, Lorddreed, omgsilence, Setokaiva

Changelog

Game
Changed the default game mode to Survival.

The level of the starting NPC allies equals the game difficulty.

New quest: Save Civilians. You have 5 minutes to rescue at least 30 Civilians. They'll continually spawn in the city while the quest is active. Completing the quest grants an extra level to all heroes and unlocks the next quest (Assist Convoy/Officer).

More quests to come...

Successfully completing the Convoy assistance or Imperial Officer Assistance quests will now prevent them from recurring later in the game. If you fail, you'll get a new officer or convoy quest after some time.

Added quest info for each quest and feedback on completing or failing the quests.

Added custom lobby music. Credit Bianca Ban.

Supply drop pings are now white, to differentiate from allied NPC spawn pings.


NPCs
Heavy Plating on tanks and vehicles no longer applies to melee attacks.


Enemies
Changed model of Hive Mother to Crypt Mother
Other new models:
Zerg Egg
CryptGuard

New boss: Corruptor
Model - Mr Scary

Vermin Lord is now a Megaboss at 7,000,000 points, with various changes to reflect its new status.

Spider Lord now spawns eggs up to 3 times rather than 2.

Boss and miniboss spawning now selects more zombie-like bosses early on, and transitions to more demonic types as the game goes on.



Changelog

Game
Major optimizations to the projectile system such that it should allow many more projectiles at once without frame lag. (Thanks to those in JASS Benchmarking Results and About Movement).


Bug Fixes
Fixed a bug where the new item auto-pickup system would stop applying to your hero after death.



Changelog

Heroes
Demolitions

Removed knockback from RPG until its bug can be fixed.

Engineer
Fixed a bug where building something via Engineering and then leveling up Engineering would cause the spellbooks to bug out (thanks TerryBates).

Fixed a bug where building a Sentry, Sniper Turret, or Vertical Wall would cause your Engineering ability to disappear(!)


Game
Various minor optimizations. Major optimizations to come with the projectile system.

Reworked item auto-pickup to use https://www.hiveworkshop.com/threads/item-pickup-v-4-0-1-vjass-v-1-0-jass.244610/ for improved performance.

Reduced max Food of reinforcements to 15 from 30.

When dodging AoE effects, a randomly chosen NPC will do floating text:
"Look out!"
"Incoming!"
"Get back!"

The game now automatically tries to -save for all players on defeat and victory instead of telling them to -save.


New location-based events:
Fabricator: Pick up a Firmware Upgrade, bring it to the Fabricator, stand on circle of power for 1 minute.
On quest complete:
+250,000 points
Rename Fabricator to Fabricator++
Unlock sniper and rocket turrets, reduce energy cost of all other items by 1/2.


Orbital Cannon: Pick up a Power Core, bring it to the Orbital Cannon Console, stand on circle of power for 1 minute.
On quest complete:
+250,000 points
Rename Orbital Cannon Console to Orbital Cannon
Building gets energy set to max (if max energy not = to casting cost x3, set it to that). Orbital Cannon shot has its cooldown and energy cost cut by 2/3.


Hospital: Pick up Aegis Console bring it to the Hospital, stand on circle of power for 1 minute.
On quest complete:
+250,000 points
Rename Hospital to Aegis Module. Replace Area Heal with Aegis. Mana cost/cooldown similar to orbital cannon. Building gets energy set to max (if max energy not = to casting cost x3, set it to that).


Enemies
Erinyes now creates a max of 3 clouds from 6, and the number of clouds scales more slowly with difficulty.




Heroes
New model for Sciops: SC2 Marine - The SC2 Marine

New model for Scout: Advanced Ghost - Adwanced Ghost

New model for EMP nova: Cyclon Explosion

Heroes start with one fewer starting item.


Enemies
Adjusted enemy spawning tables so easier enemies spawn early on.

Slow enemy spawn rate now 15 seconds from 10 seconds.

Normal enemy spawn rate now 10 seconds from 5 seconds.

Reduced max Fast enemy spawn duration to 30 from 60 seconds.

Replaced Monstrosity (harder) with Hound
Increased movement speed on all fel beast unit types
All fel beast types have 100% resistance to plasma damage.

Increased Knerr Boresh attack cooldown from 0.50 to 1; doubled attack damage.

New model for Mammon: Silithid Devourer

Volatile Fatties now have much more HP and have a 6-second timer that starts when you attack them. When the timer expires, they explode.

Chaos Rifts now always spawn every 10,000,000 points, no matter what.

New model for Immortals: Tormentor

Minion spawning speed timers reset to Slow upon finishing a wave or defeating a megaboss.

Fixed a bug causing megaboss respawning to stop at Erinyes.

A ricochet sound now plays on enemies whose damage reduction reduces your attacks to 25 damage or less.

AoE on Fattie Supreme's disease cloud projectile reduced to 350 from 450.


Game
Merchants now have floating text before you first get to them, and they also now give feedback upon buying/selling.

Adjusted physics system to move projectiles every 0.03 seconds from every 0.02 seconds; made other optimizations. More to come.

The reward for rescuing 10 Civilians is now capped at 1,000,000 points (base).

When you rescue 10 Civilians, 6 spawn now instead of 10.

Fixed a bug where projectiles could get Infernal Vigor.

Fixed a bug where vehicles became unboardable after one died while you were piloting it.

Re-added a loading screen. Credit Blizzard Entertainment ( https://vignette.wikia.nocookie.net...V_Cncpt.jpg/revision/latest?cb=20151120022206)

Tweaked ping colors and text colors for events to make it clearer what's what:
Yellow = escort (Imperial Officer, Convoy, etc.)
Blue = location (Satellite Data item, News Station, etc.)
Green = general (Civilian and allied soldier spawns)
Orange = super weapon (Orbital Cannon Designator, Nuke Launcher, etc.)

Fixed a bug where pings for satellite data would instead ping a random item drop location.

The first time you pick up an upgrade, floating text will tell you what it does.

Fixed some bugs with sound caused by recent WC3 patches changing the sound codec. See Warcraft III - Patch 1.30.1 for more info.

Soldiers that spawn in support of a Convoy or Imperial Officer can't be controlled until the Convoy or Officer dies.

If Fattie Supreme is alive for more than 2 minutes, an Orbital Cannon Designator will spawn.




Buildings
Implemented Sniper and Rocket turrets for Fabricator.
Added minimap indicators for each merchant and interactive building.


Classes
Flamer Turrets now create flame spots where they attack.
Flamer Turret attack cooldown increased from 0.10 to 1. Damage scaled up accordingly to DPS remains the same.

Max level for Stat Increase raised to 100 from 25.

Barricade HP increased to 750/1,500 from 500/1,000.

Wall HP increased to 1,500/3,000 from 750/1,500.

On medic rez in multiplayer, give a temporary boost like in single player.
Shock Pads energy cost increased from 100 to 250.


Items
Item crate spawns now are concentrated in one area per spawn.
Item crate spawns now have a ping and in-game message to notify you of where the next one is spawning.
Item crate spawns now have their clocks reset upon each wave starting instead of being purely periodic.


Game
When you load a sufficiently high score, you'll get a "Leadership Commands" unit that can use in-game commands like -follow and -callcivs via hotkey instead of text input.
-follow and -callcivs now display floating text by the calling hero.

When players leave the game, their hero drops their acquired upgrades.

Added a sound effect to certain in-game notifications/dialogue.

Increased the timer for enemies to not spawn following a player death from 15 to 20 seconds (max 60).

On mission end, all Spawning Pits, Pit-Born, and normal enemies are removed from the game to minimize lag.

The first event will trigger no more than 2 minutes after waves begin, and it will always be an event with potential to grant lots of points (rather than strong reinforcements with little to no point gain potential via Civilians or quests).

For every 10 Civilians you save, the next allied event timer is reduced by 30 seconds.

There's now a Location-based event that fires after completing an Officer or Convoy quest:

News station:
Drop a data pad item, ping it for 2 minutes or until it's picked up.
Player has to bring data pad to News Station, stand on circle of power for 1 minute. Use its channeling ability to double the speed.
Spawn enemies nearby at 30 seconds left and 15 seconds left.

On quest complete:
+250,000 points
Rename News Station to Comm Station
Replace reveal ability with a mega reveal, 5x AoE and duration

More location-based events to come.


NPCs
Improved Imperial Officer AI. Namely, they won't teamkill themselves and other NPCs with Artillery Barrage or Orbital Strike anymore.

Imperial Officers and Convoys now spawn with a squad of soldiers that will automatically follow them.

When Imperial Officers and Convoys spawn, all NPCs using automatic AI will automatically follow them.


Enemies
More tweaks to enemy spawning rates.

Replaced Fuscious Hulk with a Giant Spider boss that fires webs and has melee poison/slow attacks.

Give Juggernaut a red tint, suicide unit flames, taunt like Guardian, and explodes on death.

Renamed "Rainshield" etc. to "Chaos"

Renamed "Mini Pudge" to "Volatile Fattie"

Regenerators now have a purple tint, now slower than Zombies, have a higher HP total, and spawn 2/3 corpse worms on death.

Corrupted Civilians now have a purple tint (to indicate they spawn stuff on death).

Player Light Blue's gold equals spawned drone count for diagnostic purposes.

Chaos Sappers no longer spawn from the Minion spawn table. Instead, they spawn as a squad via event more frequently.

Spawning Pits now spawn every 500,000 points from 200,000.

Max Spawning Pits capped at 10 at a time.

Increased point value of Spawning Pits from 2,500 to 5,000.

The mandatory Daemon squad now spawns lat 3,500,000 points.

Removed Bounty from Reaver.
Reaver projectile speed increased.

Removed Avatar from the lifestealer; instead it now has Lunger Frenzy and Jump Pack instead. Gather Lungers and Pit-born Lungers to Lifestealer

Re-standardized enemy unit levels by point value:
0 pts = lv0
50 pts = lv1
100 pts = lv3
200 pts = lv4
300 pts = lv5
400 pts = lv6
500 pts = lv7
Miniboss = lv10
Spawning pit = lv13
Boss = lv15

Reduced the increase in enemy food cap while Moonstones are active.

Apparition's AoE zone of pain now has a target indicator before it fires so you can dodge it.

Spawning Pits now spawn 1 enemy at a time from 2.

Spawning Pit energy regeneration reduced from 20 to 10.

Reduced Pit-Born enemy cap on Spawning Pits to spawn Horrors (Giant Bats) from 25 to 12.

Enemy spawning will be reduced for 30 seconds following the start of a Convoy, Imperial Officer, or Refugee event so players have some breathing room to reach them.

Enemy events (zombie swarm, special enemy swarm, etc.) now have their clocks reset upon each wave starting instead of being purely periodic.

Wedjat will now only cast his death ball if the game difficulty is 7 or higher.

Fixed a bug that caused Boss spawning to not be limited by the current score.

Spawning pit auras now gain levels with expanding AoEs per minute; max AoE 3,000.

Slow Minion spawning time interval raised from 5 to 10 seconds.
Minion spawning timer gets reset to slow mode when an event fires.

Added new models for Arisen and Crimson Dead (thanks WhiteDeath)

Boomer and Boomer Grande's explosion on death damage increased significnatly, especially vs. Fortified armor.

Boomer Grande now uses berserk in response to being attacked.

Chaos squad event timer increased to 10 minutes, so it will generally only happen once per game.




Game Interface
All main ability hotkeys are now QWER from DFGB and secondary ability hotkeys are DF from ER.


Items
Timed Det Packs, now have countdown floating text instead of a timer window.

Damage Upgrades increase damage by 6 from 12.


Enemies
Ling move speed increased from 300 to 450, renamed to Chiloniax.

Super Zerg move speed increased from 320 to 475, renamed to Arrear.

Diseased Host move speed increased from 280 to 400.

Spider Lord is now the Megaboss. He now has an AoE artillery attack that can be dodged, with a minimum range of 600. Removed Acid Spit. His Web is now an AoE Projectile. Many tweaks to his AI.

Erinyes is now the 4th Megaboss.

Minibosses and bosses gather Minions of the same type when they spawn. So when Arrear spawns, it gathers Chiloniaxes not near any heroes.

Bosses are always owned by Player 11 (Dark Green) now.

Minion and Miniboss spawning now alternates between Players 11 and 12 instead of being randomized.

More tweaks to enemy food caps by type (Minion, Miniboss, Boss).

Tweaks to the Minion table.

All non-Pit Born Minions cost 1 food now instead of varying by point value.

Improved AI for enemies that react with a Projectile.

Bug Fixes
Fixed a bug that could cause a stubborn spirit to not die on rez.




Heroes
Double Time now clears negative buffs every second while active.


Game

Added a message for when the game starts in Mercenaries mode to explain how it works.


NPCs

SLAP Member and Sniper Team Reflex per level increased to 20 from 10.


Items

Shock Rounds slow increased from 25% to 33%. Fixed tooltip to reflect that the AoE is 200, not 150.

Rocket Launcher energy cost reduced to 200 from 300.

Solid Construction (damage block for buildings) increased from 20 to 50.


Bug Fixes
Fixed a bug that would lock the camera on the Helicopter for players that skipped the intro, but not for players that watched it to completion.

Fixed a typo on Personal Shield on Projectile's color text formatting


Enemies
Enemy damage block now falls under one ability, which increases with level as difficulty goes up. Different enemies have different starting levels for their level of damage block. The main intent here is to not have hero abilities be obsolete vs. certain enemy types late in the game.

Make damage block min dmg. 10 for lvs. 1, 2, and 3. Min dmg 5 for all other levels.

Gave Rabisu Demonic Summon.

Daemons now have damage block instead of evasion. You'll have to dodge their silence attempts and nail them with an ability to take them down. Or use special Rounds (Explosive Rounds, Tesla Cannon, ELF Mod, Flare Rounds, etc.). Or shred their armor (base 0). Or get massive damage boosts. Or engage with a melee hero (ignores damage block). Or engage with mechanical units (tanks, Heavy Weapons in mechanical mode), etc.

Erinyes now has damage block instead of evasion as well.

Implemented AI for units with Demonic Summon and short range Demonic Summon. Every 8 seconds, units with short range Demonic Summon will attempt to summon a random enemy hero within 3000 range.




Items
Stat upgrade items no longer spawn randomly across the map. Instead, each Miniboss drops one on death, and each Boss drops 5 on death.

Common and uncommon items no longer randomly spawn across the map.

Tweaked the static item spawns slightly.


Enemies
Increased Aosoth armor from 3 to 18.
Decreased hero count threshold for Aosoth's ultimate (waves of explosions) by 1.

Updated Vermin Lord and Spider Lord's point values to be 10,000 from 2,000.

Forest Avenger (secret megaboss) now drops 20 Resilience upgrades on death.


Bug Fixes
Fixed a bug that caused Heavy Weapons' Judgment to not work at all.




Game
Respawn time for Stubborn Spirits is now 6 seconds + 3 seconds per level past 6.

Floating text sizes for points from kills now scale at half the previous rate.


NPCs
Reduced the number of allied soldier NPCs at the start of the game from 20 to 12.

For every 10 Civilians you rescue, the bonus base is now 250,000 from 50,000.

Periodic Civilian spawns in the city now changed to occur at the start of each wave, and with 13 Civilians instead of 10.

There are no longer 20 Civilians that spawn in the city at the start of the game. You'll have to rescue the initial set and then rescue Civilians that spawn from rescuing those.

There's now a ping and notification when Civilians spawn in the city area when waves end or when you rescue 10 Civilians.

The first time you rescue 10 Civilians, if Hints are on, the camera will pan to the location of the Civilians that spawned from the rescue.


Enemies
Minibosses now spawn every 50k points from every 30k.

Bosses now spawn every 250k points from every 125k.

Bosses now give a base 10,000 points from 2,000.

Tweaked thresholds for spawning minibosses and bosses such that they'll spawn more regularly, except when megabosses are out.


Bug Fixes
Fixed a bug preventing Imperial NCOs from automatically learning their Power Fist ability.




Game
The first spawn phase is now fast instead of slow for 60 seconds.


Bug Fixes

Fixed a bug that caused Megabosses to only drop 1 upgrade on death instead of the intended 10-60 upgrades.

Fixed a bug that prevented Aosoth from spawning.




Game
During hero picking, the camera will stay focused on the helicopter and you'll auto-select the helicopter until you pick a hero.

Friendly events occur about half as often now.

Merchants now only appear in the pre-deployment room if you load a code with rank 17 or higher (previously any code would do it).

Tweaked some terrain in the lower center of the base.


Enemies
Rainshield Sapper range reduced from 1000 to 950.

Rainshield Sniper range reduced from 1500 to 1200.

Rainshield Sniper (hard) range reduced from 2700 to 1800.

At 1,500,000 points, one Daemon will spawn per player. This is mainly to prepare the players for Erinyes' clouds.


Bug Fixes
Enemies now properly increase their acquisition range over time. This should improve the consistency of pacing in the game quite a bit.

Erinyes' new AI now fires silencing clouds properly.

Fixed a bug that would prevent NPC soldiers from spawning if you picked your hero and deployed ASAP.

Fixed a graphical bug for the Fabricator.

Tweaked a few item tooltips to prevent truncation.




Buildings
If you right-click a building while in its corresponding Circle of Power, you'll automatically transfer energy to it.


NPCs
Capped the number of NPC infantry that spawn at the end of each wave, but later in the game they'll spawn at a higher level. This is intended to prevent performance issues.


Enemies
Daemon's Cloud spell now has a 2-second delay, and a graphic indicating where it will land so you can dodge it.

Daemon's Cloud spell now has a 2-second delay, and a graphic indicating where it will land. However, it also now fires upon up to 5 enemies within 351-1200 range at a time.

Reduced Rainshield Sapper HP to 250 from 350.

Improvements/bug fixes to Defiler AI.

Raised base enemy food cap by 2.


Endings
Tweaked the length of endings and the score/rank breakdown.


Bug Fixes
Fixed a bug that caused the "Time Extensions" hint to play during Mercenaries mode.

Fixed a bug preventing the "Fuel Empty" message from appearing while trying to move a vehicle that's out of Energy.

More attempts at fixing bugs with rezzing in multiplayer following desyncs.




Enemies
Significantly reduced the distance-based damage bonus for enemy charged shots. For players, landing a long range shot is hard, but for the computer, not so much, especially for shots that come from off-screen.

Tweaked enemy caps and spawn rates some more. This should help with pacing/difficulty and performance issues later in the game. More tweaks to come, most likely.

Gave Dreadlords a short-range (1200) version of Gaap Thamuz's Demonic Summon, though they may not use it yet.


Megabosses no longer grant shared vision in Nightmare Mode.


NPCs
Reduced the number of NPCs (mainly tanks and other mech units) that spawn per wave ending and per event.


Bug Fixes
Fixed a bug with the Spawning Pit Move Speed aura that allowed it to affect enemy projectiles. Resulted in weird projectile speed curves.

Fixed a bug that caused all the Top Score units to become owned by player 12.




Enemies
Imposed a max food count for enemies even when Moonstones are active.

Switched slow spawn phase count back to 5 from 4 second intervals.

Switched normal spawn phase back to 3 from 2 second intervals.


Game
When a player dies, their individual streak is reset (so they can't keep a GODLIKE going after death).


Heroes
Demolitions: Burst Rockets stun duration increased from 2/4 to 3/6.


Bug Fixes
Fixed a bug (hopefully) with Nightsong Summon and other global rezzes that would sometimes put a player in the Top Scores area, and if it *still* happens, there's a hint on the -unstuck command so you can get back into the game.




Bug Fixes
The new spirit revive sometimes resulted in rezzed heroes landing in the repick spot. That should be fixed now.

Fixed merchants changing their wares every 15 seconds.


Vehicles
You'll get a floating text message when vehicle fuel is low, and when the vehicle is empty.



Heroes
Sniper is now a rank-required class.

Added the rank name for the rank requirements for innates and heroes (Sergeant, Corporal, etc.).


Game
Reduced the floating text size on wave complete from 20 to 14.

Merchant's wares now update upon each wave completion instead of every 5 minutes.


Enemies
Megabosses now drop more upgrades on death, and the drop placement has been tweaked.

Enemy acquisition range now only changes when a hero attacks the enemy.


Bug Fixes
Fixed a bug with the new Spirit Revive and Salvation that caused hero death tracking to mess up and trigger early Total Party Kills.




Heroes
Desyncs are more rampant due to bugs in the recent WC3 patches, plus desyncs from old widgetized maps. These desyncs result in single-target rezzes breaking. As a workaround, Stubborn Spirit rezzes (from full energy) now rez the whole team.

Repick timer reduced to 60 seconds from 90 seconds.

Heroes now start with just 1 skill point from 5 skill points.

The team no longer levels up to lv10 upon rescuing their first 10 Civilians. Instead, if you load a code, you start at lv10 with 10 skill points.

Hero skills now have a level skip requirement:
Lv1 = 1
Lv2 = 4
Lv3 = 7
Lv4 = 10
Lv5 = 13
Ultimate Lv2 = 12

There's an Engineer ability that causes desyncs. As a temporary workaround, that class now requires nearly max rank to play. If anyone wants to help test which Engineer ability is causing the desyncs, I'll be really grateful (and fix the issue within a few days most likely).

Other classes now have a rank requirement: Drop Trooper, Heavy Weapons, Sciops, Squad Leader, Vanguard. You won't need more than 3,000,000 points to unlock them all.


Buildings
Added a new sentry model: Radar Tower by Mr. Bob.


Events
Removed Half Time in Mercenaries Mode.


Items
Removed the Det Pack from the starting area. If you want one, use the Fabricator, or scavenge a few hidden ones in the City.


Enemies
Some minor AI optimizations.

Decreased volume on all miniboss spawn sounds to 90.
Decreased volume on all boss spawn sounds to 110.




General
Re-branded the game. The new title is more clear about what the game is about, and it's more effective in getting random battle.net players to join, based on observations from running a hosting bot.


Vehicles

Fixed Purger Tank's AoE damage on normal attacks not working.
Added Flame Spray ability. It functions like a lv. 5 Squad Leader flamethrower.


Enemies

All enemy summons (like, when they try to summon YOU) now have a 3 second channel time before the summon occurs. If you're more than 1800 range away when the channeling finishes, the summoning fails.

All summoning enemies have an aura to indicate they can summon.

Tweaked normal enemy spawn times to be a bit faster.

Tweaked messages for zombie swarms and special swarms.


Bug Fixes
Fixed a bug that caused Player 11 to have 160 food until facing Aosoth...this bugfix should impact the pacing of the game quite a bit, as this affected what kinds of normal enemies spawned. Hopefully it'll just improve it, but it might be a bit too hard now. More tweaks to come there, probably.




Vehicles
Tank: Increased max Energy from 300 to 500.
Purger: Increased max Energy from 1000 to 2000.
Light Tank: Increased max Energy from 500 to 1000.


Allies

Howitzer max Energy increased from 500 to 2000.
Howitzer primary attribute changed to Reflex from Power.
Howitzer Reflex gain and Power gain per level swapped.


Buildings

Added a Fabricator building that can exchange energy for consumable items:
  • Barricade
  • MG Turret
  • Flamer Turret
  • Sentry
  • Energy Generator
  • Adrenaline Injection
  • Det Pack
Tweaked timing of floating text for interactive buildings.


Items
When placing a Det Pack, there's a red aura that flashes to indicate its AoE to everyone.


Enemies
Chaos Rift auras get added over time instead of all at once. There's also a message each time the aura gets added, and the model size of the Chaos Rift increases each time.


Endings
Tweaked ending messages.

The Best ending now checks for whether you've defeated each Megaboss at least once.





Enemies
Chaos Rift now spawns at 10,000,000 points from 9,000,000.
Chaos Rift's location gets pinged for 60 seconds from 10.

Increased upgrade drops from Megabosses.

Decreased Medpack/Recovery Pack drop rate from normal enemies and minibosses.

More Zombies will spawn instead of Corrupted Civilians.


Bug Fixes
Fixed some issues causing frame lag later in the game, particularly with lots of units that fire physics-based projectiles.




Game
Tweaked the point thresholds for the endings.
Worst: 0-1,500,000 points
Bad: 1,500,001 - 2,999,999
Okay: 3,000,000 - 5,999,999
Good: 6,000,000 - 9,999,999
Best: 10,000,000+

Tweaked ending hints.

The Worst, Bad, and Good endings spawn Erinyes, Big Momma's Revenge, Defiler, and Aosoth if they haven't been faced yet.


City
Added Light Tank to Vehicle Bay.

Placed arrow shop marker doodads above all interactive buildings.


Bug Fixes
Fixed auto-rez not working.




Heroes
When a stubborn spirit has max mana, it auto-rezzes its hero immediately


City
The Church is now an interactive building. You can go there and get a global rez/refresh cooldowns for 1300 energy.

There's now a Vehicle Bay in the upper right corner you can now interact with to get vehicles and vehicle keys. More vehicles to come.
Tank: as the ones that spawn on the map.
Purger Tank: Like the Tank, but an incinerator main gun, Flamethrower instead of Tank Shell, AMARDS, and 1000 Energy.


Enemies
Miniboss spawn interval changed from 75,000 points to 30,000
Boss spawn interval changed from 250,000 points to 125,000


Bug Fixes
Fixed a bug that caused lag while Big Momma's House was attacked while having magic immunity active

Tweaked enemy awareness levels to reduce the incidence of enemies ADDing to go kill civilians while they're being shot at by players




City
There are now two shops in the cities, one selling offensive items and the other defensive items. They each only have 4 items in stock at a time, and their stock changes every 5 minutes.

Removed tanks from the city area.

Added another tank and energy generator in the west side of the outpost.

There will be some more special buildings like the Hospital, News Station, etc. in coming versions, including a vehicle garage.


Enemies
Reduced the cap on the number of Pit-Born enemies by half.
Doubled the HP, regen rate, and base damage of all Pit-Born units.


Bug Fixes
I spent a few hours troubleshooting the post-1.29 bug with Vexorian's optimizer that causes Neutral Passive to become Player 16, etc., to no avail. So until I need more map space, or a new map optimizer comes out that fixes those bugs, this map will be non-optimized.




Items
Medkit heals 150 HP per second for 4 seconds from 100 HP per second for 5 seconds.

Recovery Kits heal 150 HP and Energy/sec for 2 seconds from 100 HP/Energy per second for 3 seconds.

Fixed a bug where you couldn't pick up health/energy pickups if you had a full inventory


General
Reduced Civilian rescue timer from 5 to 3.


Classes
Scout
Heroes with Double Time! active passively fast rescue in a 300 AoE.




Items
Added Recovery Kits to the game. They recover 100 Health/Energy per second for 3 seconds, and remove negative buffs on pickup.

Energy Cells no longer drop from killing enemies. When killing enemies and you need energy, Recovery Kits will drop instead of Medkits.

Medkit/Recovery Kit pickups that drop from slain enemies now have a slight offset to their spawn point so when multiples drop, they don't stack up.

NPCs
Tweaked starting SLAP/Sniper Team spawn points.




Heroes
Stubborn Spirits now have a 2-slot inventory, so they can transport items and pick up Energy Cells. If you pick up any stat upgrades, they'll transfer to your Hero.

On Stunned enemies, melee abilities now deal double knockback and damage.


Items
Medkits and Energy Cells now auto-pickup like stat boosts if the player is not at full health or energy, respectively.

Medkit now heals 100 HP/second for 5 seconds from 50 HP/second for 10 seconds.

Enemies now drop Medkits and Energy Cells randomly. Base chance is:
  • 0% per item for minions and spawning pits
  • 1% for normals
  • 5% for minibosses, per player
  • 10% for bosses, per player
  • 50% for megabosses, per player
So on a team of 6, a megaboss may drop up to 6 Medkits and 6 Energy Cells. The odds are increased based on player status (HP/energy lost, dead players).


General
Max movement speed of projectiles per interval reduced to 45 from 50, to prevent collision issues.

Players who -save for the first time (or otherwise didn't -load) now get a mini-tutorial on how saving and loading benefits them in future games.

Updated game message when you use the "display top scores" ability to point to the Hive Workshop page, etc.




1.38
Innate Abilities

Removed Combat Sword (R)
Moved ELF Projector from E to R
Moved Remote Mines from R to E

Added the following E innate abilities:
Concussion Blast
Teleport Summoner
Resupply

Added the following R innate abilities
Quick Shield
Suit Teleport
Point Shield
Jump Pack

For classes with upgraded innates, they now only show on the ability selectors while playing as that class.

Each row of innate abilities requires more ranks for the next ability than the previous one:
Row 1 = 2 ranks
Row 2 = 3 ranks
Row 3 = 4 ranks


NPCs
Significantly improved -follow AI


Enemies
Minibosses spawn every 75,000 points from 25,000
Spawning pits spawn every 150,000 points from 60,000
Bosses spawn every 250,000 points from 100,000




1.37a
Heroes
Sciops

EMP Nova now also mana burns for 1/2 for each enemy target's current mana, and deals that damage in a 300 AoE.


NPCs
Civilian base rescue time reduced from 10 seconds to 5 seconds

NPCs will now automatically use offensive abilities against enemy heroes

Increased CAT, SLAP, and NCO acquisition to 900 from 675

The APCsquish ability is now split into two abilities: one for organic, one for mechanical. Neither ability targets projectiles anymore.

Reduced collision size on all NPC vehicles (so they can squish better).


Enemies
Fixed Aosoth ultimate

Fixed enemy plasma cannon explosion effects

Improved Big Momma's Revenge AI


1.37

Enemies

Added megaboss (Aosoth) at 5 million

Megabosses dropped 1 upgrade per level on death; now they drop (level + total megabosses killed) x 2.


1.36c
General

Imported UTN Medic and UTN Sniper Team by Cavman

Added command -AI #, where all NPCs within range use the "Hint (NPC)" ability to turn on their automatic AI to patrol the map, take high ground (for long range units), and assist with events.

NPCs affected by the -follow command will now periodically automatically follow your hero until they're subject to a different player's -follow command, or the -call command, or use of their AI activation ability. That way when they do things with their newfound smart AI, they'll go back to following you without needing tedious micro.


NPCs
Friendly NPCs now have basic AI routines to use their abilities and act somewhat intelligently most of the time

Close Assault Troopers now have Assault's Flamethrower, and will use it to reflect projectiles.

Police renamed to Sniper Team; Attack range now 1,800 from 1,000.


Enemies
Rainshield Pointmen now have Assault's Flamethrower, and will use it to reflect projectiles. Beware!



1.36b
General
In multiplayer, if there are any stubborn spirits in the playable map area, they'll have a countdown timer overhead of them indicating how long until you can revive.

Imported F.T.F Light Infantry, Emperor Tank, Campaigner Howitzer, Hero SpaceOrc Elite, Space Orc Commander of the 3rd Generation, Space Orc Shock Trooper of the 5th Generation, Space Orc Sniper of the 3rd Generation, Odin Heavy Assault Tank, Rasputin Tank, and Warlord Heavy Tank by General Frank

Imported Premium Bolter by Suselishe

Imported UTN Sniper Team by Cavman

Imported Snipe Target Green by Tranquil

Imported Flamethrower by WILL THE ALMIGHTY

Imported Gunslinger Officer by Freddyk

Imported Terran Firebat by Grey Knight


Innate Abilities
Fixed a bug with Shotgun not applying its Distance Multiplier.

WP Grenade Inner AoE increased to 250 from 200, Outer AoE increased to 500 from 400.


Classes
Engineer:

Horizontal and Vertical wall HP increased to 1,000 from 500.
Horizontal and Vertical Wall Mk II HP increased to 2,000 from 1,500.
Fixed a bug with Assault Shotgun not applying its Distance Multiplier.
Arsenal Grenade Inner AoE increased to 250 from 200, Outer AoE increased to 500 from 400.


NPCs
SpecOps movement speed increased to 350 from 300.

Light Tank HP increased to 5,000 from 750, movement speed increased to 475 from 450.

Heavy Tank HP increased to 10,000 from 1,500, movement speed increased to 375 from 300.

Tank (player controllable) HP increased to 10,000 from 2,000, movement speed increased to 425 from 300.

APC Squish AoE reduced to 200 from 250.
APC Squish (Close) AoE reduced to 100 from 128.
APC Squish (Close) damage increased to 200 from 100, fire rate increased to 10/second from 5/second.
Note: APC Squish and APC Squish (Close) apply to all tanks, Reavers, Spawning Pits, Pit Lords, Big Momma's House, Big Momma's Revenge, and Defiler.

Imperial Officer (Orbital Cannon) now has Orbital Strike, so keeping him alive and leveling him is a more viable alternative to completing his quest

Imperial Officer (Aegis) now has Defense Matrix, same reasons

There's a new Imperial Officer (Bombard) that has an Artillery Barrage ability; when you complete his quest, you get an Aerial Bombardment Designator, designed to clear an entire sector (the map is divided into a 3x3 grid of sectors)


Items
When you use Drop Armor's active ability, your camera will auto-pan to your destination

Det packs now have the Full Destruct ability

Blackout Field now grants a 9-second fade time Permanent Invisibility


Enemies
The secret megaboss now drops 10 random (resilience or DMG) upgrades on death.
The secret megaboss HP increased from 20,000 to 75,000.
Fixed a bug preventing the secret megaboss from using aimed projectile attacks.

Megabosses now spawn every 1.5 million points from every 750,000 points.
The Defiler spawns at 6 million points instead of being part of the Rainshield Swarm event.

Enemy projectile telegraphs are now different colors for different projectile types:
Rocket: Red
Accelerator: Orange
No friction: Green
Wall bounce: Blue
Grenade: Purple

Fixed a bug with defiler respawning constantly


1.35d
General
Imported Bazoola missile by Callahan
Imported D.O.'s Rocket Missile by Kuhneghetz

Added -npcdrop command. Causes allied NPCs within 900 range of your hero to drop all their items, at their feet.

Added -call # command. Selects all NPC units within 1000 x # range and orders them to move to your hero's position.

Added -callcivs # command. Selects all Civilian units within 1000 x # range and orders them to move to your hero's position.

Added -follow # command. Selects all NPC units within 1000 x # range and orders them to follow your hero, if alive.


Classes
All classes' base move speed increased by 15.

You'll now automatically select your hero after being revived.

Assault's RG is now an aimed projectile; it has a larger AoE, damage, and no longer teamkills.
Assault's Battle Fury HP bonus now +600/1000/1400/1800/2200 HP, damage bonus +180/210/240/270/300, armor bonus +20/40/60/80/100, and duration 10 from 20.
Assault's I Have a Way With Death... cooldown reduced to 60/45 from 120/90, energy cost increased from 100/50 to 200/100.

Demotions Burst Rockets stun is 2/4 from 2/3.
Demo's LAW replaced with MIRV: Fires a projectile. If it travels 900 range without hitting anything, it gets removed from the game instead of exploding and releases 5 smaller LAWs in a 75 degree arc.
Demo's RPG is now an aimed projectile; it has a larger AoE, damage, and knocks back targets.

Drop Trooper's Power Surge now reflects enemy projectiles.

Engineer's Assault Shotgun energy cost now 150 from 250.

Medic's Shock Pads life-based bonus damage increased from 10% to 33%

Sciops' Plasma Cannon energy cost reduced from 250 to 200.

Scout GL is now an aimed projectile; it has a larger AoE, damage, and no longer teamkills.
Scout Liquid Nitrogen Bomb is now a thrown grenade, creates a zone of cold that slows and deals AoE damage. Enemies at the center of the zone are further slowed and damaged.

Sniper Flashbang Trap detonation AoE raised to 1,000 from 500.
Sniper's Blackout Field images now last 20 seconds from 5 and deal 100% damage from 50%; energy cost reduced from 250 to 150.
Sniper Charged Shot direct damage is now 1,000 + 2,000 per second of travel time; Inner AoE increased to 200 from 150, Outer AoE increased to 300 from 200.

Squad Leader now has the innate Infernal Vigor; while standing in any flame spot (from Hellfire Missile, Flare Rounds, Molotov, etc.), she gains +100% attack speed and 50% move speed.
Squad Leader's Rallying Call grants Infernal Vigor to allies.
Chain Sword life-based bonus damage increased from 5% to 20%

Vanguard's Fist of Vengeance life-based bonus damage increased from 10% to 25%.
Vanguard's Guardian's Challenge now reflects projectiles in a 600 AoE on cast.


Innate Abilities
Emergency Cloak image now deals 100% damage from 50% and lasts 20 seconds from 5.

Quick Cloak invisibility duration reduced to 5 from 10 and energy cost raised from 25 to 150; image now deals 100% damage from 50% and lasts 20 seconds from 5.

Both Emergency Cloak and Quick Cloak no longer give a speed boost that lasts after the stealth duration ends.

Shotgun energy cost reduced to 150 from 250.

Kick, Melee, and Psychic Push life-based bonus damage increased from 5% to 10%

Combat Sword life-based bonus damage increased from 5% to 20%

Power Fist life-based bonus damage increased from 10% to 25%



Items
Kinetic Barrier's active repulse ability cooldown reduced to 15 from 30.

Blackout Field's image now deals 100% damage from 50% and lasts 20 seconds from 5.

Fixed a bug with item spawning that caused them to occasionally spawn at the center of the map.


NPCs
NPCs upgraded via Inspire will drop their items, since the triggers for giving items to units bug out otherwise.


Enemies
Megabosses now drop 1 upgrade per their hero level when they die. For example, a lv. 20 megaboss will drop 20 upgrades. The type of upgrade depends on the megaboss:
Big Momma's House: Resilience or Damage
Erinyes: Reflex or Damage
Big Momma's Revenge: Resilience or Damage
Defiler: Energy or Damage

Enemy spawn location AI has been revamped, in that it has working AI now. The map is split into 9 square-shaped sectors; enemies will spawn in sectors adjacent to heroes, but not in sectors containing heroes. The only exception is event-based swarms (zombies, fearsome groups, etc.), which spawn regardless of hero presence.

Fixed a bug with Big Momma's House magic immunity telegraphing getting desynced with the actual immunity time.

Enemy spawning has been revamped, with spawning timing as follows:
Slow spawning for 1 minute
Normal spawning for 1 minute
Fast spawning for 1 minute
Normal spawning for 2 minutes
Repeat



1.30a
Classes
SL Flamer flamespot grants +ms and attack speed to SL while she stands in it

Bug Fixes
Fixed a bug with Cluster Rockets-based abilities getting borked by the recent change in how alternate abilities are selected. Thanks ZiBitheWand3r3r!

Fixed a bug that caused Demolitions' Burst Rockets stun duration to be 1/2 instead of 2/3



1.30 Changelog
Game
Removed Time Extensions from the game.
Base max game time is now 13 minutes, +1 minute per million points and Half Time.
Rescuing 10 civilians spawns another set of 10 civilians in a random sector where they spawn normally.
Removed starting cash. Classes get default item loadouts on first pick - one offensive item and one defensive item. Advanced players can sell their gear for custom loadouts.
When you load a code, you'll select alternate abilities via custom shop rather than dialog menus.
Merchants are hidden until you load a code.
Non-grenade aimed projectiles now account for walls you can traverse
All aimed projectiles now account for high ground.


Classes
Assault
Flamer now deals more damage based on proximity to target, and reflects aimed projectiles and Drop Troopers, reveals enemies, and applies an armor debuff like other fire-based abilities.

Demolitions
Hellfire Missile now creates a flame spot on its target.

Drop Trooper
Frenzy now deals 1% of the target's current life, +1% per hit while Frenzy is active, max 10 hits.

Engineer
Assault Shotgun damage is now multiplied based on distance to target.

Medic
Medpack duration increased to 60; cooldown increased to 30
Steron cooldown increased to 20; all benefits doubled

Sciops
Replaced Lunar Cannon with Plasma Cannon, an aimed projectile that bounces and grazes.

Scout
Double Time refreshes cooldowns in its AoE. Energy cost raised to 250, duration reduced to 15.

Squad Leader
Rallying Call duration reduced to 10 seconds from 30; all benefits are tripled.


Alt Abilities
Hellfire Grenade is now an aimed projectile.
Quick Sprint replaced by Blink Generator.
Blink Generator's slot now taken by Quick Blink.


Allies
Police now have a minimum attack range, along with an aura to notify you of that.


Enemies
New Megaboss at 7 million points.
Revamped enemy spawn tables; several types removed, others added.
Enemy AI revamped.
Banshee-type units will self-banish to prevent normal attacks from hitting them.
Several enemy types now have a minimum attack range, along with an aura to notify you of that.
Spawning Pits that spawned Ghouls now spawn Lungers.


Bug Fixes
Fixed a bug with engi structures sometimes not doing anything and eating your mana.
Fixed a bug with the Sector variable not being assigned anything!
Other misc bug fixes with the physics system.

Media
New megaboss @ 5,000,000 points:


1.13 Trailer -

zombie, zombies, survival, arcade, marines, nightsong, mercenaries, warhammer, 40k, starcraft, resident, evil, notd, swat, night, dead, undead, avengers, heroes, neighbors, diablo, rogue-lite, roguelite, co-op


ResilienceReflexEnergy
AssaultHeavy WeaponsDemolitions
Drop TrooperScoutEngineer
Squad LeaderSniperMedic
Vanguard Sciops

Credits
Map and custom art (except where credited below) made by brized
Primary Beta Testers and sources of input: Setokaiva, Brynna, Emperor-, Arc.Knight, Shimmerscale, warrior-slayer, breakfast, and Loogles

Code
n\/Cl34r and Sevion: Knockback abilities
korolean: Save/load system
Tinki3: Meat hook
KILLCIDE: Arcane Bomb

Icons
Devine: Charged Shot icon and Focused Fire aura
War_Golum: Master Spark icon
Mc!: Nuke Bomb icon
Paladon: Angelic wings and Celestial Wings icons
ChirusHighwind: Focused Fire icon
General Frank: Smolderer Tank
The_Silent: Battery, Expansion, BatteryArmor
-Berz-: Chip


Models
General Frank: Smolderer Tank, Odin Tank, Warlord Tank, Rasputin Tank, Howitzer, Nuke Aura, Nuke Aura icon, Orb of Fire, M1 A7 'Badger' APSV, and Rocket Launcher model, Topaz, Ruby, Emerald, Turquoise
Talon the Mage: Sniper missile, Assault rifle missile, Minigun Effect, Sniper Rifle Effect
Epsilon: Scout/Sniper model, blizzard sign, reactor backpack, and grenade model
abriko: Assault/Demolitions model
Kitabatake: Keys, Demon Armor, Life Orb, and generator models
Mechanical Man: Comm Center
Thrikodius: Shield graphic and Blink
Ham Ham: Rocket ammo
Daelin: Frozen orb
pWn3d: Sunfire missile
Grey Knight: C4
kangyun: Modera
EvilCryptLord: ElitePlagueCloud
kellym0: HydraCorrosiveGroundEffectV054 and GreatElderHydraMoltenBreathV.196
PeeKay: VampireRogue
s4nji: Attack Aura
Gamegear: 3rd Rank Aura
Pvt.Toma: Mechanized Abomination
shamanyouranus: Cleaner, Plasma Leak, Plasma Leak, Mind Blast, and Road Flare
Callahan: Sylvan spear 2, and Drop Trooper model
WILLTHEALMIGHTY: Rocket, Artillery, Massive Explosion, EMP bomb, Black Hole, and Ion Cannon model/icon
Dan van Ohllus: Dual rocket missile
JetFangInferno: Defense Matrix, Shiva's Wrath, Aura of Despair, and Second Wind graphics
takakenji: Arathi Rock
Illidan(Evil)X: Street Lights and Cobra Helicopter
HappyTauren: Destructable Plant
Nasrudin: Animated Plants
sPy: Holy Aura
exfyre: Defense Matrix buff effect
anarchianbedlam: Scrapper model (minitank) and SHIVA Nuclear Warhead
Infrisios: Rallying Call models
Klarnetist: All models for rounds/ammo
ikillforeyou: sliding door
The_Silent: terraninstallationcomputer, Flamethrower Turret
Misha: Mishawalls
Ergius: Stone big, stone small
Scythy Dervish: Lightning generator
Kofi_Banan: Buildingsgnew1
horn: Ravnica building
Pyramidhe@d: Circular saw attachment and Maggot models
Dionesiist: Parasitechest
chilla_killa: TV screen
Haistrah: StarsLightning effect
marcus158: Lightning Aura
CreatorD3292: EnergyShield
nhocklanhox6: Unleash the power
arnelbigstonepd33r: Massive Punch Effect
unknown (if you did these, speak up so I can credit you!): blood smudge, blood explosion effects, pavement, window
Tarrasque: Spider Warlord
WhiteDeath: Infested Zombie
KAIL333XZ: The_Silent's Battery
Scythy Dervish: Item - File


Music
"All clear 1" and "All clear 2" by Goat

Skins
halo: Flesh Giant skin
67chrome: Commander skin

UI
unwirklich: Futuristic UI
Contents

Undead Siege Marines 1.47 (Map)

Reviews
15:23, 22nd Jun 2008 Ash: This game works on the premise that you just want to kill things, with little to no story behind it. It's a follow up of Nightsong Operatives, and uses the same systems, spells and items from it. It gets hard pretty early...

Moderator

M

Moderator

15:23, 22nd Jun 2008
Ash: This game works on the premise that you just want to kill things, with little to no story behind it. It's a follow up of Nightsong Operatives, and uses the same systems, spells and items from it.

It gets hard pretty early on, and can leave new players with a 'wtf just happened?' feeling, although that said; the game only lasts 5 minutes without picking up time extensions.

Some classes are pretty useless, such as Assault, whilst others do masses of damage and have the most epic abilities known to man, with that said however, so do the bosses.

It wouldn't surprise me if people complain that they're too hard, one of them ate me. On top of that, it bugs the player. If you are eaten by him and don't get out, you won't be able to revive.

The map is fun to play as a side game in between more 'competitive' ones and provides for an interesting 30 minutes, well done.

4/5
 
Level 3
Joined
Feb 26, 2008
Messages
35
4/5

wow awesome map, i really like it couse that it isnt like other survival maps... but 1 little thing, you should maybe make Boss'es a bit weaker, i died kinda easy on them (easyest mode) especially at the one with the corpse worms... but when that is mentioned, i really like it alot think i'll play it with my friends...

4/5
 
Level 4
Joined
Aug 12, 2007
Messages
91
In one word i can describe this map wich is wonderfull, really wonderfull,Its a real
MASTERPIECENo joke, a real masterpiece! Nightsong Operatives was great too but too buggy, this was fine. The ghost idea.. Adrenaline.. the heroes.. I LOVE THE SQUAD LEADER. Hes so .... Epic? Well keep doing some good work! If I would deep review this, then I would give nearly everywhere 3/3 (except balance theres 2/3), It's really graet, enjoyable, action is great, this game never gets boring, cause everytime a new horde of zombies appear.
 
Level 6
Joined
Aug 25, 2007
Messages
79
Thanks Finallegacy! I'm going to be fixing up Nightsong Operatives in the coming weeks.

X-maul, were you using your hero abilities? Most of the bosses and minibosses you can't just go toe to toe with. You have to use your innate abilities (kick, sprint), as well as your hero abilities to do your best. Also, some classes are stronger/weaker vs certain enemies and bosses, so vs a miniboss like Abbadon (which creates the worms), if you're a class that lacks area effect damage abilities, you're going to be at a disadvantage.

Also, 98b has many changes/fixes, which you can see in the changelog -
http://www.nightsongoperatives.com/ChangelogNSM.txt
 
Level 1
Joined
Sep 12, 2008
Messages
6
I've played all the NOTD maps, Undead Assault 2, Aftermath and alot more zombie games
but the video makes this look very very different and unique.
dl'd it and am gonna host it this weekend.
I'll post reply/bugs if I find any!
 
Level 1
Joined
May 9, 2009
Messages
1
some type of glitch with the saving your scores? after you get to 1 mill points the points reset and the save counts them without the previous million >_>
 
Level 6
Joined
Aug 25, 2007
Messages
79
That's really strange. I've never heard of such an issue in all my years of playing Warcraft III. And I haven't been able to find anything on that issue in Google so far. Nor have I found you talking about it in any of your other posts here. So I'm not sure what I can do about that problem yet. If I find more information I'll see what I can do.

Did you still get that problem after hosting the 2.65 MB version?
 
Level 6
Joined
Apr 8, 2009
Messages
219
If you wrap youtube tags around the vid then u can see it here instead of using link. Like this:
Makes it a bit easer to watch :) (And also looks cooler)
 
Level 4
Joined
Oct 27, 2005
Messages
53
This is a great map, even tough you have not got a lot of custom models, it doesn't irritate me like in other maps. The terrain is simple but realistic. And having a difficulty for every amount of players that can be playing, is fantastic as well. This really is a great and original map.
 
Level 1
Joined
Aug 6, 2009
Messages
2
This map is Awesome but I Think for more fun, you must do something more saveable
only the points are saved, and they give new abilities, but it's not enough for me and I asked someone they told that too but as i said i rate this map 5/5 its so good.... Please continue Updating... My friends and me love this map and i shared this map to someone now they are hosting it too in server.eurobattle.net ^.^
 
Last edited:
Level 2
Joined
Jul 30, 2009
Messages
16
Since the new Battle.net Patch, this game no longer works, please try to update, i really like this map, haven't found any problems or bugs with it... :thumbs_up:
 
Level 6
Joined
Aug 25, 2007
Messages
79
Since the new Battle.net Patch, this game no longer works, please try to update, i really like this map, haven't found any problems or bugs with it... :thumbs_up:
I've been out of town for the past two weeks but I'll get to work on resolving the issues with the 1.24 patch this week. I'm sorry for the inconvenience.

If you and some friends are itching to play before then, you can use Garena and play using Warcraft III with a version earlier than 1.24, with superior net code compared to battle.net.

EDIT: Version 1.07 is out. It's compatible with patch 1.24.
 
Last edited:
Level 1
Joined
Jan 27, 2010
Messages
1
Fantastic design and addictive gameplay

Fantastic map and design. It has variety, alot of replayability, and great difficulty curve. Can't wait to see more from you! Thanks for adding your skills to this community. Cheers.
 
Level 4
Joined
Mar 20, 2010
Messages
107
This map is awesome :p Had a great time playing it, especially loved the part when a zombie got split in two in the cinematic, but still both upper and lower part of his body moved! XD
5/5 without a daubt
 
Level 2
Joined
Sep 28, 2009
Messages
9
This is one of the best, most fun maps I have ever played.

Wicked update too. The drop trooper's friggin awesome, but it's really hard to pick out the best items for him.

Just one thing. I was playing single-player, and the refugee waves started coming from the north. My "base" was set up in the cliff area to the left near their spawn point, so I was able to rescue just about every one of them.

Then, about 10 minutes later, I got raped by about a hundred pit-born and at least ten bosses. The sudden score influx is kind of a game breaker.

Still got 600k points, though. :wink:
 
Level 10
Joined
Oct 31, 2009
Messages
352
Review


Please Note

This map review set-up is based on that created and used by Tank Commander,

I review maps that look interesting or promising. If you wish for me to review your map, or if notable changes have occured to a map I have already reviewed, then you may message me with a link to your map and I will review it within the next week.


Review Breakdown

(5 marks) - Terraining/Environment
(5 marks) - Triggering
(15 marks) - Gameplay
(10 marks) - Innovation/Originality
(5 marks) - Interface/Object Editor Work

Mark System

1-7 marks = (1) Poor quality map, unfit for the Hive (usually a beginners map)

8-14 marks = (2) The beginnings of a map are there, but it still needs work and is likely unfinished.

15-21 marks = (3) An adequate map, is fun for a game or two and functions.

22-28 marks = (4) Shows promise and has some interesting features; playability is high.

29-35 marks = (5) A fine example of Hive-quality; will keep you entertained for several games at least and updates are looked forward to.

35+ marks = (6) A simply brilliant warcraft map. Features are flawlessly implemented, code is legit, game is fun, and the constraints of
Warcraft 3 are challenged.

Subsection Review

Terraining (1/5) - Environment is plain and uninteresting and little object manipulation is present, but its acceptable I guess...

Triggering (N/A) - Map is protected, thus this section will be discounted.

Gameplay (10/15) - You blow monsters to bits with an assortment of different light and heavy weaponry. While this is awsome for the first block of time you play it, anything past that the game is just boring and uninteresting. No attempt is made to focus on any other aspect of gameplay besides slice n' dice. Although, there are a plethora of custom triggered-abilities and the effects are fairly epic. The idea behind this map was to create an arcade-like shoot-em'-up and it did just that.

EDIT - Side-missions, boss fights, and civilian rescues do add a significant edge to gameplay. These things coupled with the eye-candy-filled custom triggered abilities and great hero models earn this a much higher score than I originally marked.

Innovation/Originality (7/10) - Apocolyptic monster/zombie invasion-type map. Not entirely original but you had your own storyline, cinematics, etc.

Interface/Object Editor Work (2/5) - No loading screen. Many passive abilities do not have passive icons. Some auto-cast abilities have proper auto-cast icons whilst others do not.

Errors and Suggestions

- Improve the environment with a better terraining job and more doodads
- Go over all your icons and make sure they fit the ability
- Add some thing else to gameplay (i.e. side-quests)

Final Review

Final Marking - (25/40)
Rating - (4)
Voted for - Approval
Rep Given? - No, still needs work

 
Last edited:
Level 6
Joined
Aug 25, 2007
Messages
79
Errors and Suggestions

- Improve the environment with a better terraining job and more doodads
- Go over all your icons and make sure they fit the ability
- Add some thing else to gameplay (i.e. side-quests)

I appreciate you taking the time to do an in-depth review. I have a few concerns though.

You said "the environment is plain and uninteresting and little object manipulation is present".
Going by the object manager in the world editor, the map currently has 5622 doodads and 2081 destructibles. There are 8 imported models for doodads and 3 for destructibles. Some of these imported models have been re-tinted to fit the map. Many of the destructibles and doodads in the map have also been resized and/or re-tinted significantly. Could you please give an example of a map that does have an interesting environment, so I can know what to go by for meeting the criteria of sufficient "object manipulation" and having "interesting" terrain?


You also said "No attempt is made to focus on any other aspect of gameplay besides slice n' dice". If you played version 1.13 or higher, you should be aware of the randomized mini-quests that initiate every 5-10 minutes, which have you rescuing civilians, escorting a convoy, or protecting a VIP for a set period of time. Each event has substantial rewards for completion.

You should also be aware that saving civilians is a secondary theme of the map. The game starts with civilians you can rescue for points, and in Mercenaries mode there's an event where no new enemies spawn and lots of civilians appear to be rescued. In Survival mode, there's a lull every 7 minutes where no enemies spawn for a short time and civilians appear.

Those two elements taken together may not still be enough for you, but it seems like you may have missed out on them entirely based on what you've said.

That said, your criticism on the icons I understand completely and I'll address that as best I can in the next version. Thanks again for the review.
 
Level 10
Joined
Oct 31, 2009
Messages
352
Even though I only review a small fraction of the maps submitted to the Hive, I still can't spend ages testing each map. Thus it is inevitable that I will misjudge a map.

After reading what you said concerning your gameplay score and my suggestions, I have re-played your map in more detail and do agree that I missed quite a bit. The civilians, boss fights, and mini-quests do add a sufficient "edge" to gameplay. I have subsequently raised my score for that category.

As far as the environment goes, the best example of object manipulation would be Cloudwolf's "Diablo 3 Warcraft" map. Naturally, one cannot expect every map to have his level of perfection and detail, but your map should atleast do more than simply have some raised and lowered terrain decorated with a few fires and rubble. I guess my main critique would be the lack of detail though. If you play Situ's "Magic Forest" map you'll notice he spams (though strategically) shrubs, flowers, custom effects, etc. Most of which the player barely notices but all together really helps immerse the player in the environment. Best example of this would be the section of your map that appears to be a destroyed city. Adding buildings/burning cars and such would not only really improve the terrain in this section but also positively effect player experience.

More of this here:
182112-albums2721-picture28641.bmp


Lastly let me say thank you for being polite and constructive instead of flaming and I wish you luck on your future projects.
 
Level 2
Joined
Feb 9, 2010
Messages
15
The new terrain is awesome!
Haven't seen anything like this for a while...

I agree with you.
The terrain is awesome and the save system.

Best Map EVER!!!!!!!!!!!!!!!!!!!
BEST MAP EVER!!!!!!!!!!!!!!!
BEST MAP EVER!!!!!!!!!!!!!!
BEST MAP EVER!!!!!!!!!!!!!!!
 
Level 4
Joined
Nov 11, 2009
Messages
92
i found some things in the map that i would like fixed
for vanguard when you pick up strength runes they also go away in 20 secs
game doesnt become easier if there are leavers, you can only make it harder. Me and my friend were alone in a 6 player difficulty in the first 10 mins of game
sometimes if there are leavers game does not end... its fun but you might want to fix in case of people getting on your high score list
i love the map though!
 
Level 6
Joined
Aug 25, 2007
Messages
79
game doesnt become easier if there are leavers, you can only make it harder.
It might be a bit confusing but after the first 7 minutes in Survival Mode, or the first 13 minutes in Mercenaries Mode, you get a break where enemies don't spawn. After that break ends, you can't make the game difficulty easier than the number of people playing plus the difficulty tacked on for a high score. And once that break is over, the game will take the difficulty to that level if it was any lower.

So let's say you have 6 people in game, you don't change the difficulty at all, and the difficulty goes to 7 due to your score. Someone leaves. The difficulty automatically goes to 6 (5 players in game + 1 for score). If you've gone past the first break, then that's as low as it will go. Trying to lower the difficulty further will get you the "You can't make the game any easier..." message. If it's not to that point yet, you can lower the difficulty, but after your first break the difficulty will then set itself to a minimum of (# of players playing + difficulty from score).


Me and my friend were alone in a 6 player difficulty in the first 10 mins of game sometimes if there are leavers game does not end...
I'll need more information to fix this. What modes were you playing on, and what do you mean exactly by the "game does not end"? Were you playing Mercenaries mode and the timer went to 0:00 and nothing happened, or was it something else? If you have any replays showing this issue, please send them to me.

And thank you for the heads up on the Vanguard bug. It should be fixed in 1.16.
 
Level 4
Joined
Nov 11, 2009
Messages
92
well i will post a replay for you if it happens again, and also in survival if the score goes over 1 mil then it goes back down and when you save it does not give you a new code... i have beaten my high of 978000 but it wont give me a code :( oh and also sometimes decimate stays on even if you turn it off... but it doesnt drain mana.. makes heavy weapons way more imba then it already is haha
 
Level 6
Joined
Aug 25, 2007
Messages
79
Thanks for the replays! I'll check out them out and see what I can do. I also released 1.16 on Friday (though I forgot to upload it here). It fixed all the issues you brought up except for the end-of-game bug and the issue with saving codes in survival mode.


Edit: Alright, I checked out the replays and found the cause of the issue. I found that when the game difficulty was set to 1, and a player left the game, the game would think that the player hadn't left. This would lead to the game difficulty being higher than it should be, and it would also lead to Total Party Kills not being triggered.

So version 1.16a should fix all the issues you've found. The changelog has a full list of changes/fixes. Again I really appreciate that you took the time to let me know about those issues and provided replays. If anything else comes up, please let me know.
 
Last edited:
Level 4
Joined
Nov 11, 2009
Messages
92
in new version the hvy weps tank thing is fixed... but he no longer gets the strength bonus :( also the tanks attack ground causes a fatal error haha
 
Level 6
Joined
Aug 25, 2007
Messages
79
Yeah it seems like attacking ground with an orb effect item equipped causes the fatal. Going to change the Tank's attack type to Missile (Splash) to avoid that.

As for the strength bonus from cyborg implants, it was severely reduced in 1.16. It's +6/+13 from +15/+40. You sure it's not just that? I tried testing it out and couldn't find any problems at least.
 
Level 2
Joined
Feb 9, 2010
Messages
15
So far I have played there was no bugs that i have encoutered,but the game needs an Agro meter so you know who is strongest fighter and with the most rage towards that player.
IDK how to do it but i have seen one already made into a map.
Overall I give this a solid 5/5
 
Level 6
Joined
Aug 25, 2007
Messages
79
...the game needs an Agro meter so you know who is strongest fighter and with the most rage towards that player.
Hmm...well right now about 1/3 of all the enemies on the map will attack any player(s) currently holding a GODLIKE kill streak. Any GODLIKE players get a unique buff graphic overhead, so you'll know who they are even after the individual kill streak announcement. I could further develop how individual kill streaks factor into the game though, like progressively flashier kill streak indicator buffs and enemy AI changes, rather than only seeing a change at the final kill streak milestone.

Otherwise the game AI right now doesn't use aggro or rage for determining who to attack. It uses a combination of scripted unit-type seeking, reaction to being attacked/damaged, and lightly scripted WC3 patrol AI. It's the best solution so far for dealing with the combination of survival tools the players have at their disposal, particularly base building, splitting up/kiting, and stealth.
 
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