- Joined
- Dec 15, 2021
- Messages
- 338
As always, any feedback is appreciated, especially on the length of the map : does the map feels too long or is it just right ?
(9 ratings)
Zacchary Nero Snobinus the 3rd wants to impress his crush the succubus Murdurella, so a slaughter of various mortals is in order. He will use his ever-replenishing zombie horde and his own abilities to take up this (ig)noble task.
-zombies will continually spawn from the crypts you create on the ruins of enemy bases
-you don't control the horde directly but give it a target and they will wreck stuff in the way
-you will be able to upgrade the zombies to different types over time
-you will also be able to evolve the zombies into other creatures and control a few units directly
-if the hero falls he will be revived in the crypt
-after you kill a number of mortals you will be able to summon a temporary but powerful unit
All gameplay mechanics are detailed in the quest log, updated as they appear.
I figured just stating what I had an issue with. Cause the other areas the enemy never got close enough to get a heal from itIt's not really a bug, I just made the crypt heal like a fountain
I had similar issues when try on 1.27, but when i test on 1.30 this never happen, it simply blink through behind trees of elf defense.well I uh used the first ability and ended up there. All I did was use the spell on the first few footman and it sent me up by the river somehow.
You need to use the rally ability of the crypt to get the zombies to move, as said in the gameplay tipsIt was written on the resource that the map was made in patch 1.27, but it can also work on older ones. I tried to run on the 1.26 patch and immediately the problem. My zombies aren't going anywhere.
I didn't do it right away and it didn't work. I restarted the map, immediately bet on the dredlord, and it worked. I can safely play)You need to use the rally ability of the crypt to get the zombies to move, as said in the gameplay tips
If you did, then the older patches are incompatible, which is usually how it works with warcraft 3 and I can't do much about it unfortunately.
1/ good to know, I'm not much of a player of custom maps outside of campaigns
- 1 The concept is very unique and interesting. In terms of core gameplay, there are definitely maps out there that share some similarities with this one, but they all execute on it very differently, which sets them apart quite well.
- 2 after all, zombie commanders aren't known for being very protective, or accepting of being body blocked by their horde
- 3 That bug where the hero randomly ends up in the middle of the map after using Q? Yeah, that happened to me too. I'm assuming that me using a version that is above the recommended could likely be responsible for it, though I can't really confirm that. I have managed to replicate it a couple of times on accident, and I suspect that it happens when you input a movement command during a specific point of the cast animation (though it could be caused by something else, but there's really no way for me to know).
- 4 The fact that only one zombie upgrade can be active at the time is a bit of a weird design choice. There would have been a lot of ways to allow players to spawn multiple types of zombies at the same time, and definitely wouldn't mind it if one of them were to be implemented. Though I can definitely see reasons on why it would be designed this way, and the player can still get a mixed army by shuffling the upgrades, so the agency is still there.
- 5 Someone already mentioned this, but loosing 1 crypt should probably not be game over. I think the zombies should just keep spawning from the previous crypt, while the enemy builds a new base in the area of the destroyed crypt. And if the player can destroy the base, then they can start a slow reconstruction of the destroyed crypt. I know this would be a bit harder to implement, but it would make more sense than what we have now.
- 6 I definitely wouldn't mind it if some of the descriptions were adjusted to be a bit more... well, descriptive. Having funny oversimplified stuff is fine, but maybe having a normal description underneath to inform players about the magic zombies have Death Coil and Cripple as their spells wouldn't hurt.
- 7 Speaking of magic zombies, some balance adjustments here and there really wouldn't hurt.
- 8 It was a smart choice to remove mana regen and reduce the combat stats of the magic zombies, but I still feel like their casting capabilities are way out of line, and their dump AI is the only thing holding them back from singlehandedly obliterating everything. (Could you imagine what would happen if just a single wave would mass cast Death Coil on an enemy hero? Or if they would actually use it on the player?)
- 9 At the other end of the spectrum, we have the romero zombies (or at least I think that's what they were called), which are not really worth using, considering that they only spawn vanilla zombies, and that there aren't really a huge number of enemy units. Letting them spawn special upgraded zombies, or 2 vanilla zombies instead might make them more worthwhile.
- 10 And lastly, I don't want to pressure you or anything, but I'd really like it if this map were to get more stuff in the future. And I'm not saying this because it feels incomplete (because it very much doesn't), but there's still a ton of room left for creative ideas. New zombies, new items, new enemy units, new features, new hordemaster heroes to select from, new secrets... the list just goes on and on. It's completely fine if you want to leave it the way it is, but just know that there is interest out there for new hordemaster stuff.
1. that would be a different concept for a map, but that's kinda the idea of the romero upgrade in a more limited fashionA lovely concept, much like a reverse Twilight of the Gods.
- Would be nice to convert villagers and Peasants to zombies or some sort of creatures like Shades, I dunno.
- Since upgrades don't cost anything, it's weird that you have to click on them instead of them being researched automatically unless, it's meant to be a challenge to play without them. OK, you can only choose one. It's neat though as you can switch between various groups since the existing ones don't convert.
- There's a Human Shipyard with a Transport Ship to be bought but you don't have the funds for it.
- Damn, was teleported near water in the middle of the map after I used the spell in the Mountain King's base. Teleported back thankfully after many uses of the spell, step by step.
- The Crypt also regenerates enemies. 1v1 your hero with a Knight, no one wins. Once more units get there like the Paladin for instance, it can be pretty much game over.
- There's an issue with the gate towards the Paladin's base that it can only be attacked from inside the base. Used the Spiked Collar Fel Stalker to attack it from the front.
- Really need to fix that teleportation spell for it has quite the chance to teleport you towards the middle of the map...
- Would be nice to get a bonus if you destroy all civilian/city buildings. Funny, that the zombies attack the neutral ones but not the dark green ones that are enemies.
- I suggest making Circles of Power have the Locust ability so you can't select them. It's annoying to pick items when they are on the circles now.
- There's a lot of Spider items instead of potions towards the end that may become useless and put you in danger when the enemy units close in to the Graveyard.
- I feel you have to rely too much on the Ultimate Summon and repeat the same weak zombie waves. Most of them are not useful. The faster ones are best because they can catch up from a distance with their current battling groups. Of course, you could always just stack and attack afterwards.
- Would be nice to have a sort of spawn cooldown to know when to change the spawn type if wanted/needed. Also, would be good to know when the zombie cap is reached.
- I think the Magic Zombies should be able to attack air units since there's no air counter but Crypt Fiends and the Silk Broaches. Well, and the Skeleton Magi.
No, during gameplay. I just couldn't destroy it with the dreadlord from the front only with the Fel Stalker. The dreadlord wanted to attack it from behind. The exact gate in front of the Paladin's base that's on a ramp.6. I don't understand, you're talking about the gate that opens in the cutscene ? it's invincible before that
Regarding "No Pain no Gain", I found myself using this spell very often in the later game, especially VS the Orcs. The way I would use it involved standing near the Crypt for the heal that balanced out the health loss.Funny map, cool idea, but felt like the end result is not what it tried to be.
I mean, the impression I got is that it's supposed to be about utilizing zombies to do most of the work, however I ended up doing majority of the work with Zacchary's spells. And zombies felt more like a meat wall with a little bit of occasional damage. Actually, zombies did most of the work initially, up to the point where I lowered the bridge. And after that their comparative damage output kept getting lower and lower, with final orc base (especially the units) being almost entirely cleared via Zacchary's spells.
Now don't get me wrong, zombies are useful beyond tanking damage - I was actually managing the different types trying to keep a good mix of all types, and it did yield certain benefits. But their damage output is lacking. Sure, a bunch of zombies with magic attack type can dish out some good damage against heavy armor type units, but a couple bloodlusted taurens will obliterate way more zombies way faster.
The terrain is very nice. And the use of explosive barells is pretty cool.
Regarding the balance of Zacchary's spells - upgrading No pain no gain (E) is actually counterbeneficial. The mana/health ratio is 2 / 1.67 / 1.5 respective to spell level. So you gain less mana per point of health at the cost of gaining mana faster, but there's no need for that high mana regen. In fact, even with lvl 1 spell I was running out of health faster than out of mana.
Also I didn't feel the need be able to control some units - they're too weak to make a noticeable difference and I'd rather put effort in microing Zacchary instead of meddling with a bunch of units.
Other skills are fine and balanced well.
Also, secrets are really secretive. Found only 3 out of 7, then checked the map with iseedeadpeople and found just 2 more (Book of Health and Gloves of Haste). Although I suspect some secret was not accounted for in the final score. I found Staff of Negation, Blades of Attack +6, Book of Agility+2 and whatever was at the murlocs, so that should be 4 I think.
Actually, I basicaly didn't use basic attacks beyond the lowering bridge, doing all the damage with spells, and used No pain no gain almost constantly too, and also had to heal at the crypt from time to time. Which is exactly my point - even on lvl 1 it gives a solid mana regen, and mana potions seemed to drop with higher chance than health potions. On the other hand, health was the issue, especially when playing too agressively and jumping headfirst into enemy armies. So upgrading No pain no gain doesn't really provide benefit.-I must play way more aggressively than you, I usually use No pain no gain a lot and sometimes retreat to heal at the crypt because I always never just autoattack with the hero