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!
This map is still in its beta phase, and I need your help!
Everytime you finish this map with your friends (a party greater than 3),
I need you to type “-dmg”, open the Multiboard and send me a PM or e-mail (serbianbeasthotmail.com) with the data you see there.
It needs to contain Class, Level, Build (Str/Agi/Int) and % damage done.
Example
1. DK Level 10 Str 25%
2. ES Level 9 Agi 22%
3. CR Level 8 Int 20%
4. CH Level 7 Str 18%
5. ES Level 5 Str 15%
This is the first part of the epic World of Ancients saga and takes place in the deserts of Zulanni.
A group of heroes are sent out to eliminate the Trolls of Zul'Terrak and all of their leaders in order to prevent them from bringing havoc to the world.
Map site: www.worldofancientssaga.webs.com
Features
Fully scripted Bosses and Encounters
World of Ancients has fully scripted Bosses and Encounters, so a full dungeon raid will be well worth your time as no encounter will be the same!
For more details go to this page.
Custom Combat and Stats System
World of Ancients features a brand new Combat System, based on a custom made Stats System; this allows players to play Warcraft in a way that’s never been possible before!
Talent Tree System
World of Ancients also features a Talent Tree, which allows you as a player to design your character into the hero you want to play.
Inventory System
Instead of using standard Warcraft 6-slot inventory, WoA uses inventory system that supports 11 slots for equipped items and 10 extra slots for carrying items, as well as standard 6 slots for potions and usable items.
Spell Packs
All heroes in World of Ancients are granted three Spell Packs from start. All these Spell Packs consists of four spells you can use at start and the player will unlock more spells as the game progresses.
Fast and Exiting Gameplay
- - - - -
Save/Load System
In World of Ancients, you’re able to Save and Load your hero and also able to Load them in the upcoming campaigns!
Heroes
Name: Champion Main Roles: Tanking and Damage Spell Packs: Protection, Assassination and Destroyer
Brutal warrior, capable of taking great amounts of damage, rushing into combat and tearing his enemies apart.
Name: Protection Function: Tank and Damage Based on: Strength
Name: Thunder Clap
Spell damage
Slams the ground, dealing 150% weapon damage + your total strength to nearby enemy land units and slowing their movement by 45% and attack rate by 45% for 3 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Taunt
Causes 10 closest enemies to attack the champion. In addition, your armor and spell resistance is increased by up to 50 (2 x hero level is max). Everytime you take damage this bonus is reduced by 2.
11 seconds cooldown.
Name: Retaliation
Physical Damage
Next 4 attacks or spells used against you within 4 seconds will deal as much damage to the attacker as they do to you.
This spell cannot crit.
This spell is not affected by armor, spell resistance or any other damage reducing property.
8 seconds cooldown.
Name: Living Fortress
Passive
Increases your strength by 35%. In addition, reduces damage taken by 15% - 60%, and gives a 10% chance on taking damage to increase damage done by next normal attack by amount equal to damage taken.
Name: Counter Attack
Spell damage
Every attack or spell made against you within 10 seconds has a 33% chance to cause you to deal 125% weapon damage + your total strength to enemies within 200 AOE. Cannot occur more than once every 0.25 seconds.
This spell's chance to crit is determined by spell critical chance.
30 seconds cooldown.
Name: Assassination Function: Damage Based on: Agility
Name: Mortal Strike
Physical Damage
Deals 150% weapon damage to the target and causes it to bleed for 15 seconds. Bleeding deals 75% of your total agility as damage per second, slows the target down by 15% and reduces healing on that target by 50%.
This spell's chance to crit is determined by physical critical chance.
10 seconds cooldown.
Name: Open Wound
Your next normal attack made within 4 seconds will deal 60% more damage. If the target is bleeding this effect will be increased by 50% and your attack will be a critical strike.
6 seconds cooldown.
Name: Rampage
Physical Damage
Increases your attack speed by 30% and weapon damage by 15%. In addition, if the target is bleeding your attacks will deal bonus damage per second for next 6 seconds. First attack will deal 50% of agility per second, second will deal 60%, third 70% etc. Duration of this effect will prevail even if the target is no longer affected by bleed. Lasts 16 seconds.
25 seconds cooldown.
Name: Hunger for Blood
Passive
Increases your strength by 40% of your total agility. In addition critical strikes made against a bleeding target have a 30% chance to cause it to bleed for 60% agility per second for 10 seconds. If this effect occurs within these 10 seconds it will renew the effect and deal additional damage on that attack equal to your total agility.
Name: Bloodthirst
Physical Damage
Deals 120% weapon damage + your total agility to target. Deals 30% bonus damage to bleeding units and restores hit points equal to 15% of damage done. In addition, next 18 damage over time ticks will deal 60% bonus damage on that target.
This spell's chance to crit is determined by physical critical chance.
6 seconds cooldown.
Name: Destroyer Function: Damage Based on: Strength or Agility
Name: Charge
Spell damage
Can't be cast if the target is within 200 AOE
Hero rushes towards the target dealing 150% weapon damage + his strength and agility to it and stunning it for 2 seconds.
This spell's chance to crit is determined by spell critical chance.
14 seconds cooldown.
Name: Crippling Strike
Spell damage
Hero crushes the target, dealing 150% weapon damage + total strength and agility and reducing it's movement and attack speed by 35% for 4 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Exaust
Spell damage
A strike that cuts throught target and reaches it's soul, dealing 150% weapon damage + strength and agility and burns 30% of target's current mana. Mana burned combusts, dealing damage to the target. Critical strikes will burn double amount of mana.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Endure Magic
While active, increases your spell resistance by 10x your level. In addition increases your attack rate and movement speed by 30% and causes your destroyer abilities to deal bonus damage equal to 10% of enemy's total mana.
Lasts 15 seconds.
30 seconds cooldown.
Name: Pummel
Spell damage
Hero slams the target, dealing 150% weapon damage + total strength and agility and making it unable to cast spells for 2.5 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Earthshaker Main Roles: Support and Damage Spell Packs: Earth, Fire and Storm
Shamanistic hero, master of the elements. Can cause earthquakes, incinerate enemies and call upon thunderstorms.
Name: Earth Function: Damage and Support Based on: Strength
Name: Quake Strike
Spell damage
Deals 150% weapon damage + your total strength to enemy units in 245 AOE.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Tectonic Strike
Spell damage
Deals 150% weapon damage + your total strength to units within 300 AOE around hero.
This spell's chance to crit is determined by spell critical chance.|
4 seconds cooldown.
Name: Seismic Slam
Spell damage
Deals 150% weapon damage + your total strength to enemy units in line.
This spell's chance to crit is determined by spell critical chance.
6 seconds cooldown.
Name: Earthen Power
Passive
Increases your weapon damage by 70% of your strength. In addition every enemy killed increases hit points regeneration of friendly units within 900 AOE by 8 for per second, and fades to 0 over 8 seconds (stackable).
Name: Focus Tremble
While active, your 3 next quake or tectonic strikes will deal 100% more damage if there is only one target in AOE, 50% more damage if there are 2 targets, 33.3% more damage for 3 targets, etc. In addition, increases your weapon damage by 20% and spell critical strike chance by 5% for 10 seconds.
9 seconds cooldown.
Name: Fire Function: Damage Based on: Agility
Name: Flame Strike
Spell damage
Deals 150% weapon damage + your total agility to the target, and additional 600% of your agility over 6 seconds. In addition, if the target is affected by soul burn, this spell will deal 50% more damage.
This spell's chance to crit is determined by physical critical chance.
6 seconds cooldown.
Name: Soul Burn
Spell damage
Deals 125% weapon damage + your agility to the target, silences it and slows its movement speed by 45% for 2 seconds.
This spell's chance to crit is determined by physical critical chance.
8 seconds cooldown.
Name: Infernal Rage
Spell damage
Hero deals 200% weapon damage + 2 x agility to all enemies within 350 AOE and additional 600% of agility over 6 seconds. In addition, for next 16 seconds your abilities will deal 200% damage (does not apply to duration damage) but your attack speed will be reduced by 40%.
This spell's chance to crit is determined by physical critical chance.
20 seconds cooldown.
Name: Firestorm
Spell damage
Renders earthshaker immune to spells and deals 75% weapon damage per 0.5 seconds to nearby enemy units for 6 seconds. In addition, every time this spell hits an enemy it causes him to burn for 18% agility damage per second for 6 seconds (stackable).
This spell cannot crit.
1 minute cooldown.
Name: Searing Weapons
Passive
Increases your weapon damage by 100% of your agility and your damage over time effects of your abilities by 40%. In addition, removes casting time on your Infernal Rage ability and causes it not to decrease your attack speed.
Name: Storm Function: Damage Based on: Intelligence
Name: Primal Strike
Extra attack
Instantly strikes the enemies in front of Earthshaker, hitting each of them with a single normal attack. In addition, your spell critical strike chance is increased by 9% on this attack.
3.75 seconds cooldown.
Name: Stormseeker
Increases your movement speed by 15%, your attack rate by 25% for 60 seconds and adds 33% of your spell critical strike chance to critical strike chance. In addition, your normal attacks have a 33% chance to deal bonus damage equal to 40% weapon damage + your total intelligence and increase attack speed of friendly units within 900 AOE by 20% for 6 seconds.
5 seconds cooldown.
Name: Maelstrom Aura
Passive
Increases weapon damage of friendly units within 900 AOE by 15% and spell critical strike chance by 5%.
Name: Tornado of Strikes
Passive
Increases your weapon damage by 70% of your intelligence. In addition every attack has a chance equal to half of spell critical strike chance to gain an extra attack. This spell can proc itself.
2.5 seconds cooldown.
Name: Wind Shear
Healing spell
Heals target friendly unit for 300% weapon damage + 3x total intelligence over 20 seconds. In addition, your normal attacks heal the target for 10% of damage done, and critical strikes heal the target for 50% damage done and increase duration of this spell by 1 second (maximum is 120 seconds).
20 seconds cooldown.
Name: Cleric Main Roles: Tanking, Support and Healing Spell Packs: Protection, Divine and Holy
Noble fighter, capable of taking great amounts of damage, healing and aiding friendly units.
Name: Protection Function: Tanking Based on: Strength
Name: Heroic Strike
Spell damage
Deals 150% weapon damage + your total strength to the target, and increases your armor and spell resistance by 2. Stacks up to 15 times. In addition this spell has a 20% chance of healing you by 10 + your total strength. Bonus armor and spell resistance will rapidly decay after 12 seconds.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Revenge
Spell damage
Whenever Cleric dodges/parries or completely blocks an incoming attack, he gains 50% of his total strength as heal, and he can deal 100% of his weapon damage + 0.8 x strength to that target.
This spell's chance to crit is determined by spell critical chance.
1 second cooldown.
Name: Divine Vengeance
Increases your next attack or spell by 170% of your strength + 60% weapon damage and causes it to heal you for the 40% of damage it deals.
4.25 seconds cooldown.
Name: Divine Shield
Creates inpenetrable shield around the Cleric that absorbs damage 70% of incoming damage. Absorbs damage equal to 80% of Cleric's total hit points. Casting shield again will renew the effect.
18 seconds cooldown.
Name: Beacon of Light
Spell damage
Causes 10 closest enemies to attack the cleric. In addition, next 10 times you take damage, you deal your weapon damage to the attacker.
11 seconds cooldown.
Name: Divine Function: Damage and Support Based on: Agility
Name: Divine Strikes
While active increases your weapon damage by 20%, your chance to score a critical hit by 10% and reduces chance your attacks will be dodged or parried by 5%. In addition your critical strikes deal 10% more damage and increase your attack speed by 30% for 5 seconds.
Name: Spiritual Weapon
Increases your weapon damage by 75% of your agility and causes your critical strikes to restore mana to friendly units within 900 AOE equal to 4% of damage done. In addition, your normal attacks have a chance equal to half of your physical critical strike chance to deal bonus damage equal to your total agility.
Lasts 60 seconds.
5 seconds cooldown.
Name: Bless Weapon
Decreases chance your attacks will be dodged or parried by 15%, increases your physical critical strike chance by 15% and your critical strike multiplier by 0.5. In addition, your attacks have a 15% chance to deal bonus damage equal to 30% of your weapon damage + 110% of your total agility.
Lasts 60 seconds.
5 seconds cooldown.
Name: Devotion Aura
Passive
Slightly increases mana regeneration of friendly units within 900 AOE, increases their physical critical strike chance by 3% and reduces chance their attacks will be dodged or parried by 3%. In addition, your critical strikes restore 25% more percent mana while spritiual weapons is active.
Name: Divine Judgement
Your next normal attack made within 3 seconds deals bonus damage equal to your total agility + 105% weapon damage, and has it's critical strike chance increased by 35%. In addition, next 6 attacks or spells made against that target will have their critical strike chance increased by 30% on first attack, 25% on second, etc. Only critical strikes will decrease this effect.
12 seconds cooldown.
Name: Holy Function: Healing Based on: Intelligence
Name: Holy Light
Healing spell
Heals target for 150% weapon damage + your total intelligence. In addition, if this spell scores a critical healing, it will heal the target for as much over 9 seconds.
This spell's chance to crit is determined by spell critical chance.
9 seconds cooldown.
Name: Holy Shock
Spell damage/Healing spell
Heals target for 110% weapon damage + 80% of your total intelligence or deals 45% more damage to targeted enemy unit. In addition, if this spell scores a critical healing on friendly unit, it will heall all friendly units with Divine Power buff for 25% of healing done, and if it scores a critical strike on enemy unit it will deal 90% of the damage done to nearby enemy units.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Inner Fire
Increases a target friendly unit's weapon damage by 20% and armor by 15 for 60 seconds. In additon every holy light or holy shock cast on that target will cause 80% healing as damage to units surrounding the target.
0.5 seconds cooldown.
Name: Divine Power
Passive
Increases armor of friendly units within 900 AOE by 3, spell critical strike chance by 6% and causes your heals to heal those units by 10% of your weapon damage + 20% of your intelligence. In addition, this aura increases your weapon damage by 30% of your intelligence, and every heal cast will increase your attack speed by 4% and weapon damage by 5% of your total intelligence for 60 seconds. Stacks up to 20 times.
Name: Holy Storm
Spell damage/Healing spell
Causes 150% weapon damage + your total intelligence spell damage to enemies within 300 AOE, and heals allied units within 300 AOE for same amount. In addition, increases attack speed by 20% and causes normal attacks to deal bonus spell damage equal to 80% of total intelligence.
This spell's chance to crit is determined by spell critical chance.
10 seconds cooldown.
Name: Dreadknight Main Roles: Support and Damage Spell Packs: Frost, Blood and Death
Demonic magic user, adept at frost, dark and unholy magic. Can freeze enemies, make them take more damage and can summon minions.
Name: Frost Function: Damage and Support Based on: Strength
Name: Frost Strike
Spell damage
Deals 150% weapon damage to the target and slows its movement speed by 40% and attack speed by 20% for 4 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.
2.5 seconds cooldown.
Name:Icy Touch
Spell damage
Deals 150% weapon damage to the target. If the target is effected by Frost, Icy Touch will deal 20% more damage and stun the target for 1 second.
his spell's chance to crit is determined by spell critical chance.
9 seconds cooldown.
Name: Frost Rage
Spell damage
While active increases your attack speed by 45% for 12 seconds and causes your attacks to restore mana based on your total strength. Every frost strike cast within these 12 seconds will, after this buff expires, incrase damage of friendly units within 500 AOE by 4%, deal spell damage equal to 25% of weapon damage to enemy units within 500 AOE and stun all enemy units currently affected by Frost for 1 second.
This spell cannot crit.
25 seconds cooldown.
Name: Icy Weapons
Passive
Increases your weapon damage by 20% of your strength and gives your normal attacks a 20% chance to deal 30% bonus damage, stun the target for 1 second and slow target for 4 seconds (Frost debuff). In addition your Frost Strike and Icy Touch deal 20% more damage to units affected by frost.
Name: Frost Armor
Spell damage
Increases target's armor by 10 and spell resistance by 50 for 60 seconds. In addition, everytime target takes damage your hero deals 50% weapon damage as spell damage to the attacker and slows them for 2.5 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.
0.5 seconds cooldown.
Name: Blood Function: Damage Based on: Agility
Name: Blood Strike
Spell damage
Deals 150% weapon damage + your total agility to the target and causes critical strikes against that target to deal 25% more damage.
Lasts 12 seconds.
This spell's chance to crit is determined by physical critical chance.
5 seconds cooldown.
Name: Demonic Blood
Increases attack rate of a target unit by 60% and causes the target to heal itself by 3% damage it deals, but at a cost of 2% life per second.Lasts 18 seconds.
0.5 seconds cooldown.
Name: Blood Frenzy
Increases your attack speed by 45%, your weapon damage by 30% and your chance to score a critical strike by 15% for 12 seconds.
25 seconds cooldown.
Name: Boiling Blood
Passive
Increases your weapon damage by 70% of your agility. In addition your critical strikes deal 15% more damage and have a chance to increase your next blood strike damage by 115%.
Name: Blood Craze
Increases your movement speed by 15%, weapon damage by 30% of your agility and gives your normal critical strikes a 20% chance to deal bonus damage equal to your agility. In addition, increases damage of your blood strike by 10% + your total agility and increases your healthsteal provided by demonic blood by 5%.
Lasts 60 seconds.
5 seconds cooldown.
Name: Death Function: Damage and Support Based on: Intelligence
Name: Death Strike
Spell damage
Deals 150% weapon damage + your total intelligence and increases your attack damage by 15% of your intelligence that fades away over 15 seconds (stackable). If the target is affected by Death Mark, this ability will heal friendly units within 900 AOE by 40% of the damage done.
This spell's chance to crit is determined by spell critical chance.
3 seconds cooldown.
Name: Dark Pulse
Spell damage
Sends out a wave of dark energy that shatters on nearby enemies, creating other waves that deal 40% of your weapon damage + 55% of your intelligence.
7 seconds cooldown.
Name: Dark Shadows
Summoning spell
Summons 3 shadows to fight for you for 60 seconds. Each shadow deals 10 - 15 + 8% of your weapon damage as spell damage on each attack. Shadows recieve 50 hit points for every 200 Dreadknight's hit points and gain 50% of your dodge, parry, resilience, precision, expertize, spell resistance, spell penetration and spell critical strike chance. Upon death, dark shadows return to the master and restore 4 mana for each hit they had made.
45 seconds cooldown.
Name: Death Mark
Spell damage
Deals 600% weapon damage + 6 x Dreadknight's intelligence over 30 seconds. In addition target will take 10% - 30% bonus damage.
This spell cannot crit.
9 seconds cooldown.
Name: Sacrifice
Spell damage
Sacrifices a dark shadow, dealing 200% weapon damage + 2x of your total intelligence to nearby enemy units within 250 AOE of the dark shadow, and applies frost debuff to them for 8 seconds. In addition, you gain shield that absorbs 70% of incoming damage, up to equal to sacrificed dark shadow's maximum hit points + your total intelligence points of damage.
This spell's chance to crit is determined by spell critical chance.
20 seconds cooldown.
Screenshots
Change Log
Version 0.19 (0714201114)
Bug fixes:
-Quest requirement that concerns killing Hakrash will be marked as completed after you killed him instead of at the begininning of the fight (lol @ me).
-Fixed a bug which caused a player to pass on an item he has recently needed or greeded on if that player pressed ESC afterwards.
-Pressing ESC while watching at some item's stats will properly show current multiboard.
-Cooldown on Mortal Strike reduced to 10 seconds (as it was intented before).
Improvements:
-Improved item system so that it support item sets.
-Changed blue items with "wind", "desert" and "scorcher" attributes to sets of 7 items (head, neck, chest, belt, charm, boots and gloves).
Visuals:
-Improved how Dreadknight holds shields.
-Dropped items that are same as your currently equipped items will be marked as "same as currently equipped".
Balance:
-Bosses cannot be stunned anymore.
-Zul'terrak Executors gained "Berserk" ability which increases their attack speed by 50% for 12 seconds (30 seconds cooldown).
-Slightly increased weapon damage of Hakrash, Desert Scorcher, Zul'kis and Zul'rajas.
-Changed damage increase of mobs per player from 0/30/60/90/120/150% to 0/30/50/65/80%.
-Damage bonus to mobs in heroic mode increased from 130% to 180%.
-Zul'rajas' spells stolen from players now deal damage based on his weapon damage, and 500% damage/healing if used in blue phase.
-Reduced maximum mana of Zul'rajas from 1100 to 600, but increased mana regeneration rate to 4/sec (each of his spells costs 30 mana).
-Lengthened evocation timer from first to second boss by 20 seconds.
-Heroes and mobs will lose benefits of Out of combat and Out of casting states instantly when entering combat/casting instead of after 2 seconds.
I made this map from scratch. Everything you see is made by me, except for icons (thanks to CRAZYRUSSIAN) and models (Blizzard Entertainment).
If you are not in credits list and you recognize a model or icon of yours, please let me know.
Map is still in beta phase and everything you see can be changed.
Map is protected.
Tactics for bosses can be found here: Desert Winds: Tactics
Keywords:
This, Is, Still, A, Beta, So, Don't, Expect, Too, Much, rpg, serbianbeast, horde, wow, diablo, warcraft, dungeon, trolls, orcs.
Well right now, I'm about to upload v0.14 where everything (or most of it) is written in JASS, and I'm working on doing the same in OM. I have finished 4/6 bosses and about 80% of item drops. Almost all of those new spells work perfectly and mobs' AI is up and running. So I'm getting there...
The problem is that my exams will start in 10 - 20 days and I'm starting my tattoo as soon as I'm done with exams, so I wouldn't be able to make progress nearly as fast, but there's no need to rush anyway.
I haven't finish this game yet, i'm still at the beginning but I'd give this 5/5 already for the good feeling this map gives, try and check it out for yourself, I'm looking forward for the updates of this map, I have also read that serbianbeast is planning to make an AOS type of this. I cant wait for that to happen, i suggest you open up a thread for more hero ideas im sure a lot of peeps out there who have experienced seeing your battle system would help . Great battle system, Nice models (Your weapon model even changes when you grab a weapon) 5/5
So far no one has dared rate this map less than 5/5 ...and for good reason : This is an example to look forward to when speaking about quality in what is now -the art- of map-making on The Hive. Well done SerbianBeast, you deserve all your fifteen 5/5 rates!
Thank you good people
Custom inventory system is up and running. Custom class talents are about 30% in the making. Ogre Maul has 4/6 bosses done, but I'll have to rework all items currently in the game. So... I'll release v0.15 when it's done, no time limit so far.
For 0.15 ver please fix few things.
1.In description Cleric spell packs are : Protection, Divine and Holy!
But in game, spell packs are : Retribution, Divine and Holy!
2.Helper in Hero Abilities said: "You gain 4 spells", but now is 6.
3.Ultimate ability on lvl 20 for Champion (destroyer, I think) is bugged(I dont know name of ability, but icon is "Command aura").Charge spell is not reseted and I dont get max move speed for 5 secs.
P.S. Now I will test all other heroes !
But those abilities are not working in DW. They will start working when OM is out... You're not supposed to have level over 10 yet (except when you use that load code exploit, but it will be fixed in 0.15, don't worry).
This map is GREAT, I love it! I'm looking forward to Orge Maul <3
You really should try another way to encode hero save code, my friend tweaked his save code for awhile and made a lv 24 cleric with... err.. Devastator if I'm not wrong, 100+ base dmg item, full last tier talent, ect.
P/S: oh but there's one thing I think can be improved: The bosses' "normal" attack damages are too low, even weaker than normal mobs. I think their attacks should be buffed a little bit and their skills nerfed accordingly.
Anyway, in 0.15, there will be summation characters that will disallow any code mismatch so players will have to be really precise about their save codes, or else it wouldn't work so you know... It will be fixed.
Me too cant wait for next chapter,but i know exams make things harder now,but be patient guys,soon they will be over,and he will have all of his time for cr8 map
My friend joined me on Warcraft 3 today to play a few custom games. We were trying to decide what to play when he shows me a link that led me to this website and this thread. He told me (since he cannot host) to download this map and we'd try it out, as he had been perusing this website and had stumbled across this particular map.
Both of us dubious, I downloaded the map and we started up the game.
First reaction: Woah. Minimap looks funky. These classes look interesting, even though there are only four of them.
Being somewhat familiar with this style of game, I took the Cleric class to be the healer and my friend became a Champion to tank. At first, I was quite dismayed by the locked camera, but I quickly became accustomed to it and actually grew somewhat fond of it over time. In any case, having some experience with similar games, I charged right in with my friend, expecting to slaughter some easy prey for experience.
Yes, neither of us had activated any of our spellpacks or, at the time, even knew how to do so.
Quite confused, we continued to charge in and get massacred by the very first mobs we came across. Eventually, we downed the first group by sheer stubbornness and running back from the respawn portal while the other one was still fighting one troll at a time. After downing the first group, we paused to actually examine things. We soon found the spellpacks and took our respective roles, expecting things to go much smoother.
My friend ran right into the next group and proceeded to whack them while I tailed him and began to hit them a few times as well. Two healing spells later, I was out of mana. Twenty seconds later, my friend and I respawned out of the portal.
Much of the beginnng of the game continued on like this. When we reached forks, we didn't even look at the minimap at first, but luckily and randomly chose the paths that led to more mobs instead of to bosses. When I finally paused to examine the map sometime around level 5, I realized that there were largh spaces with symbols with possible elemental connotations. Curious as to what those were meant to represent, my friend and I charged into the wind boss' den and realized right after the wall went up on the entrance behind us what exactly was going on.
To make an even longer story somewhat shorter, this game was unendingly frustrating, confusing, and mercilessly fast-paced.
We loved it.
This game presented enough of a challenge to keep us hooked for the entire two and a half hours that we played it. I absolutely adored the specific mechanics you implemented into each boss fight and I greatly enjoyed discovering them through trial and error. The class abilities were very fun to work with, allowing me to discover the best ways to maximize my potential as a Holy Cleric. The inventory system, while occasionally unresponsive, was very helpful and added to the unique not-part-of-WC3 feel of the game. I have very little to say that isn't a positive remark about this game, the main complaint I have is due to WC3's programming more than your map, I believe, and that's how threat/taunt occasionally loses priority over the distance between the creature and its potential targets.
It is on behalf of both me and my friend that I thank you for this game and the amusement it has provided us. We hope to explore other installments in the series and can't wait to see what else you produce!
• Question: are there dual wield weapons for agility?
• And for some odd reason people I play with keep saying the game keeps saying "inventory is full".
• You can see the item stats that other people are looking at sometimes as well.
• Ring of Assassin turns into Ring of Warrior when you pick it up this happened to my friend when we got it from the wind guy.
• Scorpion boss casts poison cloud on his own scorpions and his own scorpions attack him sometimes.
• STR clerics are overpowered if they spam divine shield over and over and can spam heal themselves by standing in poison or fire due to the ability that heals them for damage some nerfs would be nice.
Also to get more items as well, though I feel we should have a bit more of a choice in terms of spells, 2 starter spells then the last 5 are ours to choose from talents. Would make it more fun, because it immerses the players more into the game than giving us the same spells.
Simply adding a choice of whether to add a HoT effect to their heals or choosing a new HoT spell will get players more attached to the game than how it is now. Just a proposal nothing more.
One of the things people forget is that adding multiple classes doesn't make the game fun. Allowing them to choose their spec is what keeps them intrigued, such as if I wanted to make a DPS healer, medium to light dps while high to medium healing.
^ That is what will make a game huge, and make the replay value of the game higher, meaning it is more hosted, more popular, etc...
An example is of almost all RPG's, you play the 2-3 classes that fit the role you want to play then once you do it, you feel as if it is done, nothing more to do. While being able to mix up roles, do what you would like, makes every class more and more different than another, making players more unique etc...
You get the gist, of course once again, just a proposal, now I will stop typing so I don't take 30% of your forum.
Well, new talent system is first step towards more detailed classes specifications. The next thing is most likely a choice of spells independent of spell packs (more like a spell book you choose your spells from).
But first things first... Custom talent trees and bug fixes...
I've tested it solo... I'ts kind of wierd it is possible to finish it without cheats... however, it has really elaborated game system (talents, bonus points, inventory and equipment, damage showing, combat modifers). Only four classes seems to be too little, actually I found out, that it is enough, five players fits great for it. Classes are custom (atleast I'we never heart of them, except deathknight.. also champion seems to be similar to wow warrior). Killing of those bosses have a reason, as we can find out thanks to the story (F9)...
About the boss fights... it reminds wow bosse a little bit, I mean if you find out what you should avoid, it's easy, othervise impossible, but that's not a disadvantage...
I have found NO BUG during the play. Thats another important plus.
I give 5/5.
Also +rep, because i just love that kind of maps / games.
EDIT: + I really LOVE crazyrussian's icons :-D :-*... yeah he rocks! +rep for him as well.
Tnx for support and comments, I appreciate it very much
Oh and finally the map reached 5,000 downloads
The other good news is that I'm making progress on OM. My exams are over so I've got a lot of free time. I'm currently recreating OM with new systems and items. It should be done in about 15 days.
And yes, CR is divine. He's a really cool guy when you get to speak with him. Special thanks to him again ^^
I think something wrong with looting systems
my friend can't see item or choose need/greed/pass
only me can
and sometimes i choose need and is said won the item but i can't find the item in my backpack
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