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Warden #39

Submitted by Rufus
This bundle is marked as approved. It works and satisfies the submission rules.
Hosted Project Forum [​IMG]

[​IMG] [​IMG]
Warden is a single player campaign with unique boss fights, puzzles and gameplay, inspired by Zelda.

Click the icons below to find out more!
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[​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

-Main Features-
[​IMG] Arrowkey Movement
A very polished system for arrowkey movement has been created for this project. The player can also use
the cursor for movement, if that is preferred.
[​IMG] Intriguing Story
Canon to the warcraft lore, the story-telling in the campaign overmaps covers holes in warcrafts own lore,
such as how Felwood was before its corruption, or how Maievs prison where she held Illidan came to be.
[​IMG] Puzzles, Obstacles and Boss Fights
You will encounter a great deal of puzzles that requires some brains to solve, and obstacles where speed and
timing is key. Boss fights, which are fairly common, often requires you to those previous qualities together!
[​IMG] Cool Combat
Most enemies have a trick or two up their sleeves, so you have to dodge, dance around and pick your
moments to strike in a fight rather than just right-click them and hope for the best.
[​IMG] Master Mode
There are special challenges for the more experienced players, that can be completed in each submap.
Clearing them can unlock beautiful skins for the player, aswell as unlocking other secrets...



-Terrain Screenshots-

Leave a rating and a comment!
I would appreciate it very much!


Featured Fanart!

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[​IMG]
Contents

-Warden- 39 (Campaign)

Reviews
StoPCampinGn00b
After over a year of updates, Warden has risen to be one of the most unique and high quality campaign out there. Hack n' slash + puzzles + a new story is a recipe for success. Moderator rating bumped from 4/5 to 5/5.
  1. 19:57, 15th Mar 2016
    Ardenian: A challenging and innovative game.
    The gameplay is a rare seen case in the WC3 environment and the puzzles are creative. The creeps are a tad too hard for my taste, but I hope the upcoming difficulty choice offers some variety for different players and playing styles. The terrain is very warcraftish, not great and breath-taking, but it shows you read tutorials and considered advices to improve it while still preserving the original Warcraft feeling.

    You announced great new features for the future,
    after implenting them I might increase the rating furthermore.
     
  2. Rufus

    Rufus

    Arena Moderator

    Joined:
    Oct 2, 2011
    Messages:
    2,259
    Latest changes:
    [2017-07-20]
    -Upgraded the movement, attack and music systems to all current campaign maps.
    -Minor changes to the introduction. More changes coming soon, as the energy system, dash and stun might be reworked.
    Note: I'm scared about this update as I messed up a few things when I implemented the new systems. Hopefully there are no major issues, but here is a backup of the last version just in case: https://www.hiveworkshop.com/pastebin/2af716e2723204883c4f2097e60b12dd12325/

    Past Changes
    [2017-06-25]
    -Updated description.
    -A large update with more efficent triggers is almost complete, and will be uploaded within the week. :)
    -Chapter 2 is beginning to be finished...
    [2017-06-02]
    SS
    -Description spelling error corrected.
    -Fixed an issue where you would stop moving in the desert intro.
    -Rune spawners does no longer display "Invulnerable!" if hit.
    -Hives spitting out scarabs are no spell immune.
    -Made a safechange of a sound.
    -Hives can now spawn scarabs while the character is invulnerable.
    -Firetrap damage down, and its area of effect up.
    -Blades are not as out of sync anymore.
    -The ghost now has much more health.
    -Ripper still around when skeletal mages spawn.
    -The three obelisks are now lit up after clearing the puzzle.
    -Solen now spawn more volcanic rocks!
    -The Solen's melee spell when he counts down now costs him mana.
    -You can die after boss fight.
    -Rippers no longer grant a random gold reward.

    BB
    -Journal is not dropped from barrel right away, so you can see it, before picking it up.
    -Ice zombie is now spell immune, and have had his health doubled.
    -Traps in zombie arena now spawns randomly, and are removed after exploding.
    -The obelisk behind the ice zombie can no longer be activated without starting the fight.
    -The permanent frost traps in the south-east are now revealed just before you reach them.
    -The energy generator now has collision.
    -Soul stones no longer spawn when the obelisks have all been activated.
    -New reward for the three rune puzzle.
    -Made the slippery edge slightly less windy, and the pathing more accurate.
    -Fixed a faulty tooltip.

    FT
    -The furion mini-boss now has slightly slower projectiles, and his cast delay has been increased slightly, making him a bit weaker, all in all.
    -The keeper mini-boss now spawns healing globes every 7 seconds instead of 6.

    Starglade
    -Two randomly invulnerable animals, are no longer invulnerable.
    -The portal is not visually open from the beginning anymore.

    All maps
    -Recieved an update on the movement system, now making it slightly more smooth.
    -Hopefully fixed a small visual issue connected to floating text.


    Old separate map changelogs:
    SS Log
    [2017-01-23]
    -Fire height when close to cliffs adjusted
    -Click and point system!
    -Regeneration has been added as a stat
    -Regeneration after 10 seconds have been removed
    -Damage multiplier is now a stat (not useable in this map)
    -Catapult is now easier to understand
    -Items can now be picked up by walking over them
    -More Soul Stones added
    -The character dialogue does no longer pop up after selecting difficulty
    [2017-01-09]
    -Solved the tile puzzle bug thanks to BloodSoul
    -Tiles puzzle lever should now always reset visibly aswell
    -New loading screen
    -Difficulty options doesn't look as weird anymore
    [2016-12-27]
    -Opening a dialogue now interupts movement
    -Dying drains all your energy
    -Fixed a leak in the attack trigger
    -Disabled an unneccesary repeating trigger
    -Regeneration is now set at 10 per second, and all upgrades to regeneration has been removed
    -You can now only regenerate health when you have a full energy bar, and haven't been attacked in a few seconds
    -Removed Generation from the Character Dialogue
    -Removed Handicap from the Character Dialogue
    -Increased the recharge time on dash. It now takes three seconds to regain one charge
    -Many enemies have larger hitbox now
    -Removed regeneration objects
    -Added a floating text displaying the damage you deal and take
    -Enabling "energy display" no longer causes a permanent fade filter
    -Using Dash after Attack is now more responsive
    -A dash that is executed during an attack, doesn't consume a charge
    -Shalis Hitbox is lightly larger
    [2016-12-11]
    -Fixed a leak with the Move trigger
    -Added the proper cursor
    -Polished the difficulty dialogue
    [2016-12-03]
    -Reward for solving the hard puzzle is now just given once
    [2016-10-24]
    -Made the cross puzzle much easier
    -Added an option to solve the old cross puzzle for an extreme reward
    -Changed hints and texts about the cross puzzle
    -Most enemies have been updated to gove more visual clues about what they are doing
    -Updated all screenshots in the description
    -Updated difficulty settings
    [2016-10-17]
    -Reconstructed the map description with new pictures and updated links
    [2016-10-12]
    -Shalis now how an awesome new skin made by Wisdom!
    -The attack no longer casue leaks
    -Cleaned up a few triggers
    -Bugs now deal less damage, and had their range reduced slightly
    -Added an early regeneration upgrade
    -Made bugs in the first room less aggressive
    [2016-09-04]
    -Increased ghost health
    -Corrected a few grammar errors
    -Removed a magical field which was just confusing
    -Solen can no longer be stunned
    [2016-05-23]
    -Fixed dialog issues
    -Dialog now closes after activating the enrgy bar
    -Fixed a bug that would cause standard warcraft music to play when you closed a dialog
    -The catapult can no longer be stunned
    -Added a few new rune sapwners and runes as regen was pretty slow
    -Skeletal mages can lo longer leave their chamber
    -Solen now have an appearance special effect
    -The lever in the ziggurat room will now stay dead after attacked
    -Lowered owls flying height for clarity on where they are
    [2016-05-21]
    -Trying to stun Solen now results in him taunting you
    -Added a Solen itroduction cinematic before the fight
    -Fixed the enemy spell casters that stopped after their first cast
    -Solen's line now properly plays as a sound in the beginning of the fight
    [2016-05-19]
    -Made Solen slightly easier, by increasing his mana costs and reducing his health
    -Added a comment on Solen when you fail to stun him
    -Added instructions to the tile puzzle game
    -Fixed a bug when the skip dialog for the tile puzzle would show even if you solved it
    -Added slight terrain improvements
    [2016-05-13]
    -Fixed a few bugs with the tile puzzle after the import of the new charcter control triggers
    -Also fixed a slight visual bug with the tile puzzle
    [2016-05-11]
    -Reduced filesize significantly by reducing mausic filesize
    -Imported and readjusted a new Warden model
    -Fixed Wardens animations and spell effects
    -Fixed animation bug upon entering the underground
    [2016-05-03]
    -Changed Wardens stun animation
    -Changed a few aesthetics
    [2016-04-30]
    -Added a few perfection triggers to the starting area
    -Implemented the new model from JesusHipster
    -Added a nice animation for goin from the desert to the tomb
    [2016-04-04]
    -Did a few balance changes
    -Minor terrain update
    [2016-04-02]
    -Removed the lingering effectupon fading in desert
    -Added more desert variety
    -Rune of the Wind Walker now works properly
    -Necromancers shouldn't be able to drain through doors anymore
    -Added a special effect when Solen teleports into the middle of the room
    [2016-03-30]
    -Updated Description
    -Cleaned up variables section
    -Removed a few unused triggers
    -Changed puzzle skip text
    [2016-03-28]
    -Experimented further with tile placements in the first tomb chamber
    -Made first obelisk puzzle slightly easier
    -Readjusted the hints for the second obelisk puzzle
    [2016-03-26]
    -Cleaned up a lot of trigger and object data
    -The map should now be free from excessive data.
    [2016-03-23]
    -Added new menu bottons
    -Enabled Cursor
    -Added an energy bar hovering over your character that can be toggled on/off
    [2016-03-17]
    -Hives now wobble and plays a special effect when they spawn a bug
    -Fire elementals can no longer attack you in the gate area
    -Added version number in map name
    [2016-03-16]
    -Fixed a new UI
    -Reduced Dash Cooldown to 1
    -Reduced Dash Distance by 25%
    -Dash can no longer be used while standing still
    -Stun no longer plays an animation if the energy bar isn't full
    -Energy bar is now full upon map launch
    -Dialogs now also obscure the resources and the menu buttons when opened
    -Updated Controls dialog to match changes
    -Updated UI to display two thin golden edges
    -Added an attack queue system. Recast attack while winding up to attack again after the first attack is done. I'll perhaps add an option to toggle this on/off in later versions
    -Enabled Dash in the desert intro, since players will probably want to try it as soon as they are able to
    -Changed Desert area slightly to adapt to the enabled Dash
    -Added a few doodad details
    -Removed a few unused triggers
    -Improved difficulty settings dialog by hiding menu buttons and resources while picking
    [2016-03-15]
    -Added another diffuculty level and modifie the current ones:
    Very Easy: 200% Health
    Easy: 150% Health
    Normal: 100% Health
    Hard: 75% Health
    [2016-03-14]
    -Added an option to select your diffuculty
    -Added Energy to serve as an indicator for the stun ability (and other future content)
    -Added new tooltips for the Soulstones and Gold resources
    -Changed the map information to display as a text message instead of floating text list
    -Removed score
    -Changed the hives model to a spideregg
    -Removed all rarely occuring pop-up tooltip texts
    -Minor object editor clean-up
    [2016-03-07]
    -Minor trigger cleanup
    -UI menu update for all maps
    [2016-03-05]
    -Updated preview picture
    -Added a preview map in the description
    -Updated description
    [2016-02-28]
    -Tinkered some more with the damage and attack frame rate
    -Cleaned up some triggers
    [2016-02-20]
    -Doubled attack speed and halved damage for a more responsive feeling
    -Nerfed most enemies health
    -Fixed a few minor bugs
    [2016-02-20]
    -Added a new hotkey to separate dash and stun
    -Updated map info, and instructions
    [2016-02-13]
    -Found and fixed a position leak
    -Found and fixed a unit group leak
    [2016-02-13]
    -Reduced solution time on tile puzzle (going to replace this function soon)
    -Fixed the ambient theme to fit an underground setting
    [2016-02-11]
    -Increased call for help range to make bugs swarm you more
    -Slightly increased bugs aquisitation range
    [2016-02-10]
    -Enabled smart healthbars
    -Fixed an obelisk bug, causing them to sometimes not turn on while being nearby
    -Changed regenerating skeletons to be a little stronger and new animations
    -Removed fire collsion
    -Added another piece of music for the boss battle
    [2016-02-09]
    -Added a new ability to Solen, which makes attacking him easier
    -Added a hint about Solen, wich will make his volcano ability easier to survive
    -Added more vulnerability to Solen
    -Added Spell immunity to Solen while he is channeling
    -Increased Solen's spell diversity
    -Increased Solen's health
    -Decreased fire elemental damage radius slightly
    -Being stunned no longer display a "stunned" icon in the bottom of the screen
    -Scattered some healing runes over the map
    [2016-02-08]
    -Increased Guardian Owl protection range
    -Added a shield effect while in range of a Guardian Owl
    -Reduced regenerating skeletons movement and added an event for them to spawn
    -Rearranged the skeletal obelisk puzzle a little
    -Scarab Spawners now die with one attack
    -Added a particle effect on the wardens weapon to indicate when your stun is ready
    -Added a few tips to make progress easier
    -Fixed some minor typos
    [2016-02-07]
    -Reduced scarab spawner speed by 55%
    -Reduced damage of fire traps from 50 to 30
    -Slightly reduced scarab movement
    -Fixed movement after death bug
    -Lifebar now disappear while dead
    -Minor terrain update (naga circle color and stair is now walkable)
    -You can no longer dash while in the desert intro
    -Moved north cave lever to avoid confusion
    -Reduced scarab acquisitation range by 20%
    -Updated the preview picture to be less pixelated
    [2016-02-06]
    -Uploaded

    BB Log
    [20127-01-26]
    -Click and point system!
    -Regeneration has been added as a stat
    -Regeneration after 10 seconds have been removed
    -Damage multiplier is now a stat (not useable in this map)
    -Items can now be picked up by walking over them
    -The character dialogue does no longer pop up after selecting difficulty
    -The attacks queued will not be performed if interrupted by a move command
    [2017-01-08]
    -Reduced fog during lich fight
    -Stun can now be used properly
    -Boss healthbar now dispalys "Lich" instead of Solen"
    -Reduced Banshee hitbox by 25%
    -A new loading screen have been implemented, to promote the Hive
    -Greatly increased obelisk active time
    [2016-12-27]
    -Opening a dialogue now interupts movement
    -Dying drains all your energy
    -Fixed a leak in the attack trigger
    -Disabled an unneccesary repeating trigger
    -Regeneration is now set at 10 per second, and all upgrades to regeneration has been removed
    -You can now only regenerate health when you have a full energy bar, and haven't been attacked in a few seconds
    -Removed Generation from the Character Dialogue
    -Removed Handicap from the Character Dialogue
    -Increased the recharge time on dash. It now takes three seconds to regain one charge
    -Many enemies have larger hitbox now
    -Removed regeneration objects
    -Added a floating text displaying the damage you deal and take
    -Enabling "energy display" no longer causes a permanent fade filter
    -Using Dash after Attack is now more responsive
    -A dash that is executed during an attack, doesn't consume a charge
    -Shalis hitbox is lightly larger
    -Lich hitbox is much larger
    [2016-12-11]
    -Fixed a leak with the Move trigger
    -Polished the difficulty dialogue
    -Removed the Objectives dialogue
    [2016-10-27]
    -Updated difficulty settings
    -Reconstructed the map description with new pictures and updated links
    -Shalis now how an awesome new skin made by Wisdom!
    -Cleaned up a few triggers
    [2016-09-02]
    -The small spaces in the first frost trap room are now blocked with doodads
    -Moved a health rune so that you are not forced to pick it up if you don't need it
    -The music will now repeat itself instead of stopping after one loop
    -Moved around a few units in the beginning of the fortress to not attack instantly upon entering
    -Added a rune of healing outside
    -Fixed a bug with the rune lexicon revealing the journal content a second time
    [2016-08-12]
    -The map should now end properly
    [2016-06-05]
    -Added a secret Soul Stone!
    -Removed the rockchunks blocking the mini-boss area
    -Removed a few runes that didn't make sense in their position
    -YOu can no longer walk on top of the wall by the bridge in the slippery edge room
    [2016-05-25]
    -Trying out a new cursor
    -Dialog now closes when you activate the energy bar instead of reopening
    -Changed a special effect with the slippery ledge
    -Changed mini-boss fight to be engaged at greater distance
    -Added a health rune to the main room, as health regen was a little low at that point
    -Some clean-up in trigger and object editor
    [2016-05-21]
    -Fixed an error with the lexicon in the walkthrough, as it displayed "ty" instead of "ta"
    -Dialogs should now work properly again
    -Standard warcraft music won't play after opening and closing a dialog
    -Did some balance changes to the lich
    -Added a new ability to the lich, to prevent the warden from just slashing away for victory
    -Changed the rune spawners in the lich area
    -Added a lexicon for the runes that you can pick up after unlocking three doors
    -Fixed a bug that would stop the music from playing when going down the elevator
    -Fixed a few repeating text messages
    -Fixed a rare bug where the Warden could be deselected
    -Imported the new Warden model and its effects
    -Overwrote the old character triggers to match the other maps
    -Removed the ugly black square that was shown for a split second uupon starting the game
    [2016-05-18]
    -Did some balance changes to the lich
    -Added a new ability to the lich, to prevent the warden from just slashing away for victory
    -Changed the rune spawners in the lich area
    [2016-05-17]
    -Added a lexicon for the runes that you can pick up after unlocking three doors
    [2016-05-02]
    -Added the new Warden model made by JesusHipster
    -Made a slight terrain change
    [2016-04-16]
    -Made a few terrain changes
    [2016-04-15]
    -Changed the trigger destroying the rock chunks by the zombie battle, replacing them with removing triggers instead
    -Removed a few unused triggers
    -Added another soul stone in the banshee path
    -Fixed the rock barrier pathing trapping you in the zombie room
    -Fixed frost traps animation and faulty damage dealing
    -Increased obelisk active time significantly
    [2016-04-14]
    -Fixed the rock chunk barrier in the entrance of the labyrinth
    -Fixed elevator visual bug
    -Fixed elevator wall bug
    -Fixed mini-boss barrier bug
    [2016-04-10]
    -Wrote a tutorial and added a link to it in the description
    -Made a few minor terrain changes
    -Fixed a spelling error in the loading screen
    [2016-04-03]
    -Added a hint to make it easier to understand what to do at the first gate
    -Fixed a bug with the elevator
    [2016-03-25]
    -Added a special cursor
    -Fixed Health Bar
    -Fixed music
    -Now matching the campaign
    [2016-03-23]
    -Added new menu buttons
    -Cleaned up some useless triggers
    [2016-03-17]
    MAJOR UPDATE
    -Fixed a new UI
    -Reduced Dash Cooldown to 1
    -Reduced Dash Distance by 25%
    -Dash can no longer be used while standing still
    -Stun no longer plays an animation if the energy bar isn't full
    -Energy bar is now full upon map launch
    -Dialogs now also obscure the resources and the menu buttons when opened
    -Updated Controls dialog to match changes
    -Updated UI to display two thin golden edges
    -Added an attack queue system. Recast attack while winding up to attack again after the first attack is done. I'll perhaps add an option to toggle this on/off in later versions
    -Enabled Dash in the desert intro, since players will probably want to try it as soon as they are able to
    -Changed Desert area slightly to adapt to the enabled Dash
    -Added a few doodad details
    -Removed a few unused triggers
    -Improved difficulty settings dialog by hiding menu buttons and resources while picking
    -Added an option to select your diffuculty
    -Added Energy to serve as an indicator for the stun ability (and other future content)
    -Added new tooltips for the Soulstones and Gold resources
    -Changed the map information to display as a text message instead of floating text list
    -Removed score
    -Changed the hives model to a spideregg
    -Removed all rarely occuring pop-up tooltip texts
    -Minor object editor clean-up
    [2016-03-07]
    -Minor trigger cleanup
    -UI menu update for all maps
    [2016-03-05]
    -Updated preview picture
    -Added a preview map in the description
    -Updated description
    [2016-02-28]
    -Tinkered some more with the damage and attack frame rate
    -Cleaned up some triggers
    [2016-02-25]
    -Doubled attack speed and halved damage for a more responsive feeling
    -Nerfed most enemies health
    -Minor terrain update
    -Fixed a few minor bugs
    [2016-02-20]
    -Fixed a lever bug
    -Added a new hotkey, separating dash and stun
    -Minor creep balancing
    [2016-02-15]
    -Uploaded

    FT Log
    [2017-01-08]
    -Statue can now be moved again
    -Stun can now be used properly
    -A new loading screen have been implemented, to promote the Hive
    [2016-12-27]
    -Opening a dialogue now interupts movement
    -Dying drains all your energy
    -Fixed a leak in the attack trigger
    -Disabled an unneccesary repeating trigger
    -Regeneration is now set at 10 per second, and all upgrades to regeneration has been removed
    -You can now only regenerate health when you have a full energy bar, and haven't been attacked in a few seconds
    -Removed Generation from the Character Dialogue
    -Removed Handicap from the Character Dialogue
    -Increased the recharge time on dash. It now takes three seconds to regain one charge
    -Many enemies have larger hitbox now
    -Removed regeneration objects
    -Added a floating text displaying the damage you deal and take
    -Enabling "energy display" no longer causes a permanent fade filter
    -Using Dash after Attack is now more responsive
    -A dash that is executed during an attack, doesn't consume a charge
    -Shalis hitbox is slightly larger
    -Mini-bosses hitboxes is much larger
    [2016-12-11]
    -Fixed a leak with the Move trigger
    -Added the proper cursor
    -Polished the difficulty dialogue
    -First room now have a proper instant camera setting
    [2016-10-27]
    -Updated difficulty settings
    -Reconstructed the map description with new pictures and updated links
    -Shalis now how an awesome new skin made by Wisdom!
    -Cleaned up a few triggers
    [2016-09-04]
    -Fixed a bug with the camera rotating 180 degrees when exiting the vineroom
    -All runes are not activated at once any more
    -Boss heatlh reduced to 300 from 400
    [2016-06-02]
    -Fixed a bug (hopefully) with barriers not dissipating correctly
    [2016-06-02]
    -Updated terrain
    -Made some balance changes to bosses
    -Clean-up in obejct and trigger section
    [2016-05-31]
    -Updated terrain in second mini-boss room
    -Minor trigger and object editor clean-up
    [2016-05-23]
    -Made blades harder in most places, as people often thought they were too easy to dodge
    -Reduced damage of blades, as many thought they were too brutal
    -The statue in the main room is now heavier
    -Wisps are now invulnerable for a short duration after teleporting to the middle of the room, as it was too easy just to stand and camp in the middle
    -Increased the health of some enemies
    -Fixed a bug where the forest theme would play indoors, removing the indoor music
    -Fixed a bug where you could enter a mini-boss room without solving the puzzle
    -Added magic immunity to the furion mini-boss, as you could just stun him and kill him really easily
    -Increased damage of furion mini-boss line damage
    -Made the keeper mini-boss a little bit easier:
    -Reduced healing power of the wisps
    -Reduced spawn rate by ~20%
    -Changed healing animation
    -Reduced movement by 10%
    -Reduced healing delay
    [2016-05-21]
    -Removed an accidental duplicate barrier
    -Fixed a problem with the dialogs not closing properly
    -Fixed the enemy spell casters that stopped after their first cast
    -Improved the terrain (a little more to come with each update)
    -Increased the boss casting delays by 20%
    -Reduced damage of most of the bosses abilities
    -Added and repositioned runespawners in the boss area
    -Increased the health of all mini bosses
    -Increased fourth mini-boss damage slightly and attack speed greatly
    -Hopefully fixed the spawning in the middle of forcewalls when entering a new room
    -Imported the new Warden model and its effects
    -Did some trigger and region clean-up
    -Matched character animations to other maps
    -Overwrote the old character triggers to match the other maps
    -Reduced music filesize
    -Properly looped the boss music
    -Added a walkthrough
    [2016-05-20]
    -Wrote a walkthrough and linked it in the description
    [2016-05-19]
    -Increased the bosses casting delays
    -Reduced damage of most of the bosses abilities
    -Added and repositioned runespawners in the boss area
    -Improved and changed terrain (still more to do, though)
    [2016-05-11]
    -Inhabited another room with more doodads
    -Changed Warden starting location as she was misplaced last version due to a test
    [2016-04-12]
    -Added a missing door doodad
    -Made blades and owls move again.
    [2016-04-04]
    -Improved music in the lost woods
    -Added a little terrain details to temple main chamber
    -Reduced the final boss health by20%
    -Added a few triggers to prevent owl and blade desync
    -Fixed a few terrain details in the starting area
    [2016-03-30]
    -Reduced wisp movement on the first guardian mini-boss
    -Minor Clean-up
    [2016-03-25]
    -Added a special cursor
    -More clarity in first puzzle
    [2016-03-18]
    -Fixed camera rotation that stayed after exiting the thorns room
    -Removed intro information
    -Fixed music to be working again
    -Added a few hints to help you if you get stuck
    -Changed a few UI dialogs to match the rest of the maps
    -Map should now be more understandable at certain points
    [2016-03-17]
    MAJOR UPDATE
    -Fixed a new UI
    -Reduced Dash Cooldown to 1
    -Reduced Dash Distance by 25%
    -Dash can no longer be used while standing still
    -Stun no longer plays an animation if the energy bar isn't full
    -Energy bar is now full upon map launch
    -Dialogs now also obscure the resources and the menu buttons when opened
    -Updated Controls dialog to match changes
    -Updated UI to display two thin golden edges
    -Added an attack queue system. Recast attack while winding up to attack again after the first attack is done. I'll perhaps add an option to toggle this on/off in later versions
    -Enabled Dash in the desert intro, since players will probably want to try it as soon as they are able to
    -Changed Desert area slightly to adapt to the enabled Dash
    -Added a few doodad details
    -Removed a few unused triggers
    -Improved difficulty settings dialog by hiding menu buttons and resources while picking
    -Added an option to select your diffuculty
    -Added Energy to serve as an indicator for the stun ability (and other future content)
    -Added new tooltips for the Soulstones and Gold resources
    -Changed the map information to display as a text message instead of floating text list
    -Removed score
    -Changed the hives model to a spideregg
    -Removed all rarely occuring pop-up tooltip texts
    -Minor object editor clean-up
    [2016-03-07]
    -Minor trigger cleanup
    -UI menu update for all maps
    -Increased attack animation speed to match other maps of the series
    [2016-03-06]
    -Activeted stun after accidently having it disabled
    -Increased attack rate to match other maps
    -Minor terrain and bug fixes
    [2016-03-05]
    -Uploaded

    TT
    [2017-02-07]
    -Fixed a nasty bug with the boxes moving way too far and fast in the whirl room
    [2017-01-08]
    -Shalis now gains Adrenaline Rush during the escape
    -A new loading screen has been implemented
    [2016-12-27]
    -Opening a dialogue now interupts movement
    -Dying drains all your energy
    -Fixed a leak in the attack trigger
    -Disabled an unneccesary repeating trigger
    -Regeneration is now set at 10 per second, and all upgrades to regeneration has been removed
    -You can now only regenerate health when you have a full energy bar, and haven't been attacked in a few seconds
    -Removed Generation from the Character Dialogue
    -Removed Handicap from the Character Dialogue
    -Increased the recharge time on dash. It now takes three seconds to regain one charge
    -Many enemies have larger hitbox now
    -Removed regeneration objects
    -Added a floating text displaying the damage you deal and take
    -Enabling "energy display" no longer causes a permanent fade filter
    -Using Dash after Attack is now more responsive
    -A dash that is executed during an attack, doesn't consume a charge
    -Shalis hitbox is slightly larger
    [2016-12-11]
    -Fixed a leak with the Move trigger
    -Shalis now starts in the correct location
    -Polished the difficulty dialogue
    [2016-09-16]
    -Reduced the escape time by 20 seconds
    -Using cheats now displays a message that tells you that cheats mat make the game unbeatable
    -The Elemental can no longer be summoned with any four runestones
    -The catapults can no longer destroy boxes
    -The books can now properly be picked up
    -The victory text no longer displays multiple times
    -The levers now reset if ou don't finish the escape
    -The escape river rocks have been replaced with walkable spikes
    -Made the yellow runestone more yellow
    -Added a hint in the library puzzle
    -The ledge in the second escape room can no longer be just run over
    -It can't rain inside the temple anymore
    -Runestones no longer have a health bar
    [2016-09-13]
    -Fixed an issue with the controls menu, sidplaying way too many abilities
    -In controls menu, the ability "rewind" now displays the correct hotkey
    -The room wich is waterfilled during the escape is now properly pathed
    -Added a respawning rune of healing in the main chamber
    -Tropical showers will occur now and then while on the island
    -Soulstones can now be picked up properly
    [2016-09-13]
    -Removed an old testing feature, making you skip to the boss
    -The bay area in the beginning is now properly pathable
    -The obelsiks can no longer vanish when attacked.
    [2016-09-07]
    -Added a hint in the beginning of the game, telling you that the "Rewind" ability is available
    -Created a proper objective
    -Music does now loop properly
    -Added a hint by the obelisks so that it is clear that they are not just another doodad.
    [2016-09-05]
    -Uploaded

    DD
    [2016-02-08]
    -Gold limit required by the kobold overlord is now reduced
    -Attack queue is now interrupted by movement
    [2016-12-27]
    -Opening a dialogue now interupts movement
    -Dying drains all your energy
    -Fixed a leak in the attack trigger
    -Disabled an unneccesary repeating trigger
    -Regeneration is now set at 10 per second, and all upgrades to regeneration has been removed
    -You can now only regenerate health when you have a full energy bar, and haven't been attacked in a few seconds
    -Removed Generation from the Character Dialogue
    -Removed Handicap from the Character Dialogue
    -Increased the recharge time on dash. It now takes three seconds to regain one charge
    -Many enemies have larger hitbox now
    -Removed regeneration objects
    -Added a floating text displaying the damage you deal and take
    -Enabling "energy display" no longer causes a permanent fade filter
    -Using Dash after Attack is now more responsive
    -A dash that is executed during an attack, doesn't consume a charge
    -Shalis hitbox is slightly larger
    -Fixed the hitpoints bonus item
    -Removed a few enemies
    [2016-12-11]
    -Fixed a leak with the Move trigger
    -Added the proper cursor
    -Polished the difficulty dialogue
    -Removed the Objectives dialogue
    -You can no longer blow up the blocks in the kobold area
    -You will properly be victorious after the final boss
    [2016-09-14]
    -Updated the bridges puzzle
    -The chicken should now always die
    [2016-09-08]
    -Added a golem on the bridge for clarity
    -The hint upon entering the first cave now only is displayed once
    -Increased damage point delay for tinyest kobolds
    [2016-09-08]
    -Made the second explosives puzzle 40% easier
    -The bridges can no longer be destroyed by explosives
    [2016-09-06]
    -Except for the boss health being reduced slightly, I don't remember what changes have
    been made, since I had this version made a long time ago, and simply forgot to upload it.
    [2016-06-06]
    -Changed the cave puzzle completely
    -Fixed a bug with the last explosives station
    -Readjusted a few rock chunks to properly block what they were supposed to block
    [2016-05-31]
    -Added a hint after the boss fight starts
    -You now get two additional soul stones in the beginning of the fight
    -The bosses tentacle prison does now have a small delay, allowing you to prepare for the tentacles arrival
    [2016-05-30]
    -Made a few balance changes with enemy health and such stats
    -Minor trigger and object editor clean-up
    [2016-05-22]
    -Added a walkthrough for Dark Depths
    -The large green sludges can now properly be blown up
    -Golems can no longer see the warden when she is on top of cliffs.
    -The coin behind a rock in the canyon can no longer be taken without removing the rockchunks first
    -The explosives now become more and more red the closer they are to explode
    -The levers in cave #1 will no longer be affected by the koblds in cave #2
    -All kobolds in the first cave will now attack, even the ones in the cracks
    -Replaced a few sludges to prevent them from strange behaviour
    -The Warden will no longer play the running animation upon starting the boss fight
    -The "Boom" timer window now properly disappears after going off
    -Improved the Blackbeing fight greatly:
    -Added a new ability: Sludge Beam - Every now and then, the blackbeing spits out sludge in his facing direction for a duration, forcing the warden to avoid him be walking to the side
    -Added a new ability: Tentacle Prison - With a long cooldown, the blackbeing summons a large amounts of tentacles around the Warden, interrupting her movement, forcing her to use stun and clear as many tentacles as possible in order not to be struck down - also causes short bursts of sludge from the blackbeings tentacles occasionally
    -Slowed the healers movement speed, and increased their size for more clarity
    -Increased the time before the blackbeing will start dealing damage close to him after being attacked
    -The warden won't spawn in the middle of the boss anymore after ressurecting, making her unable to move
    -Reduced blackbeings max health and removed health regeneration
    -Reduced attack range, as it felt a little overwhelming
    -Reduced attack speed
    -Reduced movemnt allowance on tentacles, so they can now miss if you dash away from them
    [2016-05-21]
    -Made the big kobolds a little harder
    -Fixed the enemy spell casters that stopped after their first cast
    -Barrels can no longer blow up bridges
    -Dash is now always enabled when you are not holding an object
    [2016-05-19]
    -Picking up objects now work again
    [2016-05-18]
    -Updated the Controls dialog
    -Updated the Objectives Dialog
    -The kobolds in the first cave are now properly aggressive
    -All kobolds in the kobold village are now passive
    [2016-05-17]
    -Added a missing message in the cave puzzle: it now displays where you are supposed to go
    [2016-05-12]
    -Uploaded

     
    Last edited: Jul 20, 2017 at 8:21 PM
  3. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,459
    Okay I did try it and I must say it was very lovely.

    Pros:
    1. I like the background music.
    2. The starting and the lore was very short but complex and smart. I love how you said "suddenly fell into an abyss below".
    3. The game is challenging.
    4. The terrain and scenery looks absolutely amazing - you made it look stunning with very little.


    Cons:
    1. The game might be even too challenging, I barely made it behind the gate after 2 tries. I'd recommend splitting the very important items into many, less important items. You could spread 20% heals here and there. Also the cockroach spawners are really brutal, they spawn faster than you can kill, you should slow them down a little bit.
    2. The character continues regenerating after the game ends (you die).
    3. The character can move, even when dead, is this intended?
    4. The items could have some unique pick up key, like enter, since I accidentally took the 50% hp heal when I was fighting a few cockroaches.


    Suggestions:
    1. I'd recommend disabling the dash in the starting cinematic, I reached the edge of the map which looks stupid.
    2. Couldn't you find any better fitting tile than the black marble to the temple floor? It looks a bit out of place.
    3. Make the naga circle in front of the gate same color than the walls, it stands out a bit too much.
    4. Reduce the guard range of the creeps, they attack you before you can see them.
    5. Make the staircase -object walkable in object editor, currently the character's feet are inside them.
     
  4. Rufus

    Rufus

    Arena Moderator

    Joined:
    Oct 2, 2011
    Messages:
    2,259
    Yay!

    1. I'll either scatter more runes around, or make them drop from key enemies. Agreed on the cockroach spawner part. A little bit slower, and a little more tinkering here.
    2. It shall be done.
    3. It shall be done.
    4: I will keep to the way they are picked up now as clicking a a key may be messy at certain occasions. Maybe reduce the pickup radius slightly.

    1. It shall be done.
    2. Not sure... I'll look into it.
    3. It shall be done.
    4. It shall be experimented with.
    5. Didn't know I could do that... It shall be done.

    Thanks for a really nice and helpful review! :)
    +rep
     
  5. Freddyk

    Freddyk

    Joined:
    Sep 7, 2013
    Messages:
    174
    I have tested it but couldn't pass the first door: when i used the catapult that damn lever didn't want to die (though i adjusted the shot exactly on it)

    Otherwise it's good but a bit boring currently with only one attack. Do you plan to add more abilities to make it more interesting?
     
  6. Rufus

    Rufus

    Arena Moderator

    Joined:
    Oct 2, 2011
    Messages:
    2,259
    Thanks for trying it out!
    I'm afraid you misunderstood the task! You were supposed to target the rockchunks. I will move the lever to avoid future confusion.

    I would like to know though if you still think it is boring when you make it past the first gate. I like to think the puzzles are more fun than combat in this game. :)

    But yes, I also have plans for certain abilities. I wanted to focus more on simplicity than fancy abilities so that players won't feel confused. But don't worry, In other concepts I have been thinking off I will have a replaceable spellslot to allow you to pick a few special abilities over your attack, dash and stun.

    Thanks for your input, and hope to hear more from you as the secret of the catapult is now revealed to you! :)
     
  7. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,459
    You need to destroy the rocks with the catapult=)

    And yes... the game is a bit too hard as it is. Especially the fire elementals seem really bugged. i die once to each of them. How the hell are you supposed to kill them?
     
  8. Rufus

    Rufus

    Arena Moderator

    Joined:
    Oct 2, 2011
    Messages:
    2,259
    Remixer, I made an update following your suggestions:
    -Reduced scarab spawner speed by 55%
    -Reduced damage of fire traps from 50 to 30
    -Slightly reduced scarab movement
    -Fixed movement after death bug
    -Lifebar now disappear while dead
    -Minor terrain update (naga circle color and stair is now walkable)
    -You can no longer dash while in the desert intro
    -Moved north cave lever to avoid confusion
    -Reduced scarab acquisitation range by 20%
    -Updated the preview picture to be less pixelated

    In order to defeat the fire elementals you need go forward hit a few times and back off. repeat two times and it should be dead. I considered adding a minimum range, so that you just need to get close and then you can slash away, but figured it was too easy, what do you think?
     
  9. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,459
    Well all the time I am dying to them as the scarabs attack me with masses and I can't no longer dash away and I get stunned and boom!


    EDIT:

    Okay I played it again - still hard as hell but I changed my strategy - I just dash away all the time and rush the 3 levers and then at the game I just rush to the next room so the scarabs won't follow (too bad I actually dashed into the mountain and almost got stuck). How it happened: I dashed diagonally next to the gate and I dashed into the wall on the side and the region that teleports you to the next place doesn't reach that spot and I dashed behind the region. (Tried to take screenshot but couldn't.

    Well I continued and I must now say - why the hell is the safe zone under the shield birds so small? Like.... wow.... I still prefer just dashing through the fire - less risk of dying. And in the room with the Ziggurats... the rune of invulnerability does not work - they still shot me and I died. How nice is that?

    Well at least that part was possible to solve. I went to the place with the obelisks and killed everything (except the two "regenerators" that started to cast some shit with VERY VERY ANNOYING VOICE over and over and over again doing it all the time driving me crazy. Please... remove the sound or at least change it to a more pleasant one. I did not understand the meaning of them however. Well this is where I got stuck I could not solve the puzzle no matter what I did. What's the key?

    I got so stuck that I even checked the editor and figured out how it works, each obelisk has 1 second reset time, except the one. However the fact is that you can't dash fast enough to activate even 2 of the obelisks within 1 second, not even mention you need to do it to 3 at the same time. And it surely does not help that their attack range is so small... please add like 50~ more range so it won't be such pain trying to get them to activate.


    Also, the "walkable" thing seems to work only if the objects are destructible, doodads won't do (I think it's like that). If you don't want to change the objects them selves you can add invisible platforms and roll them so they are somewhat close to the angle of the ramp and at least make the unit walk a little above the stairs, rather than below them.
     
    Last edited: Feb 7, 2016
  10. Rufus

    Rufus

    Arena Moderator

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    Weird. That sound was not intended and I couldn't hear it when I tried to fix it. Maybe I removed it by accident. I fixed that entire puzzle and added a hint so that nobody else will get stuck.

    Also increased owl protection range and increased clarity to when you are defended or not by adding an attached special effect. Dashing into the mountain is now prevented by having added an unwalkable invisible tile.

    Haven't changed the fire elemntals yet, but I added a hint in the first encounter, so that players will know what to do.
     
  11. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,459
    Ye well they kept spamming the same ability all over again, they got like stuck, idk if they bugged or something but they were standing still, casting the ability and I could not kill them.
     
  12. Rufus

    Rufus

    Arena Moderator

    Joined:
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    They were supposed to regenerate health for about 12 seconds, but I had messed up the end function, so they didn't stop healling at full health. Solved now! :)
     
  13. Remixer

    Remixer

    Joined:
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    Messages:
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    Okay I give up. Tried to solve the "hard" puzzle for like 35 minutes with no results. I managed to get them colors into bunches but I could not organize them correctly. I give up. It's just way too hard - not for me.
     
  14. Rufus

    Rufus

    Arena Moderator

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    Just a proof that it is actually solveable attached below.
    If you have not solved it in 10 minutes, you'll get the option to skip it.

    EDIT:
    The first one is outdated and can't be played in latest wc3 version. "Puzzle [1.31]" is the latest one, with an alternate solution.
    Increased clarity for recordning aswell.
     

    Attached Files:

    Last edited: May 30, 2016
  15. Remixer

    Remixer

    Joined:
    Feb 19, 2011
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    No, that's not a good idea. It would ruin the whole idea of the puzzle, you just picked too hard puzzle.
     
  16. Rufus

    Rufus

    Arena Moderator

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    Solved it like this: You'll get an option to skip the puzzle 10 minutes after starting it. If you choose to skip it, it will be considered cheating, and your score will not be displayed to you upon finishing the game.
     
  17. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,459
    Okay I did play it. The ealier version (the version you added the shield bird effect) has a bug: the map does not remove the special effects when you go under a bird, instead they just keep spamming them until you glow bright green.

    I tried the final boss: it was quite interesting. However I question the importance of the first stage with the 4 fire elementals. It's rather easy as long as you keep dodging. Maybe you should add them closer to each other (you can only dodge one's attack and kill them one at a time (the others are not in range)).

    Well after that... the Solen itself. Man that was pretty nice! Just a few flaws:
    1. The basic attacks are just insane, there's no way you can hit him while he's not casting anything, instead it's just better idea to dodge all his auto attacks.
    - Either make him hit slower or his missiles slower or something, or is it intended to be half waiting?

    2. Some of his spells are a bit overpowered or need to be balanced. For example the volcano thing. What the heck? There's no way one can dodge those as you have no idea where they'll end up landing. Instead script it so that a small warning marks appear where the boulders land and deal damage there instead.

    3. The 3 waves or what are they? He keep's casting them even if stunned while casting them, sure he stops when he' stunned but I got caught off guard when he cast the third one instantly after the stun ended, I assumed he stops casting it like every other spell.

    4. Make it so that you can't pick up the runes of regeneration if you have 100% health.

    5. Other than that I think it's pretty good as a boss. Except the mana is a bit problematic: couldn't you make it so that after every spell he refills his mana but instead the mana regeneration is faster so that you can hit him once or twice during that time, it would make it less time-wasting just dodging his auto-attacks.

    There's just one a bit of a major glitch? should I say?

    I noticed it is unfair while fighting Solen: if you press Q and instantly afterwards W you deal damage with 0 animation, so spamming that is very efficient. It took me like 4 minutes to get Solen to 150 health and the last 150 dropped down to 0 in 2 seconds after I noticed I could abuse this.

    Also, I'm not sure if it has been there before but like the last 2 version have this bug that when you sometimes dash it takes you REALLY FAST to VERY FAR, like 3 or 4 times the normal dash distance.
     
  18. Rufus

    Rufus

    Arena Moderator

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    Bird shield bug fixed in last version.

    4 elementals was intended as you suggested. I just forgot to move them closer when I reduced their range. Will be fixed.

    Volcano thing is actually a trick ability. "Being caught between a rock and a hard place." You are supposed to leave the area in the last second after the boulders start falling down, taking minor burn damage, and then go inside again. It be might be quite hard to figure out, but I like it like that. Perhaps I'll add a hint if you die from it once or something.

    The three waves was supposed to be uninteruptable. I'll make it more clear, by removing the stun buff (thought I did that already) and by adding a special effect that incases him in fire while casting them, dealing damage if you get close.

    Good idea about runes. Shall be done.

    Had no idea about that glitch. I'll see what I can do!

    Now, Solen's auto attack. I have struggled to come up with an idea to fight him while he is auto attacking, but couldn't come up with anything good. I have a few thoughts about methods:
    -Add ice traps that you need to make him cross to stun him for a longer duration
    -Add catapults that you can attack him with by kiting him in position
    -Going into melee range will cause him to channel a powerful blast ability, that deals huge damage to you if you are still close after 4 seconds.

    Thank you so much for having such patience with the map by the way! All your reports is really helpful! :thumbs_up:

    EDIT: Fixed the super dash. It was actually no cooldown on dash, causing you to dash 3-4 times at once. Also fixed so that Solen does not get the "Stunned spiral" over his head and then not actually being stunned. He now have spell immunity while channeling.
     
    Last edited: Feb 8, 2016
  19. Remixer

    Remixer

    Joined:
    Feb 19, 2011
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    1,459
    I also forgot to mention that sometimes he get teleported into the center of the room, even while stunned or casting, is this intended?

    I was wondering of adding a new ability for Solen: summon fire elemental - when the fire elemental is alive Solen is immune to all damage, but does not attack himself, instead just casts spells. Killing the fire elemental makes him vulnerable again and he tries to spawn new fire elemental as soon as possible? maybe something like that?