- Joined
- Oct 16, 2015
- Messages
- 14
I think it would be pretty freakin cool to have an all out brawl, all CDs reset once you beat the game we have been talking about that hahaha like a giant free for all to see whos the strongest
(10 ratings)
Orc Gladiators: Revenge (Discord)
A modern remake and take on the old Orc Gladiators map. The game is very recognisable, but brings in new weapons, skills, monsters, items and a talent-point system to make the game more interesting. Wait, what? Skills scale off of attributes? Yep. Tired in old OG versions where your Druid ends up being pretty useless at the last half of the game? In this version, all of your spells, including summons, scale directly off of your primary stat. That's cool. But like, spamming the same spell all game is boring. That's why in this version you can modify your spells with Talents. The effects of talents vary. Some are quite simple, such as reducing the cooldown, whereas some may transform it completely, such as make it passive or change what it does. Ohh.. and i heard rumors EXP gains are less retarded? Yep. Don't fret about being in range of EXP, EXP range is global, and the best part, you still get EXP if you're dead, meaning you wont fall behind in power and become useless (ahem, original orc gladiators). And gold? Will i be starved of gold all game because i'm not a DPSer? Your main income is from completing waves. Most of it is from beating the wave itself, and you get extra gold depending on how fast you cleared the wave (faster = more gold). Great. But what about camping the same spot all game long? Holding the same spot will eventually cause the audience to become bored, which will prevent your team from receiving weapon upgrades (which grant a generous power spike for your team). It is a part of the game to rotate around the map. Keeping the audience entertained rewards you Enchants and accelerates your acquisition towards future upgrades. OK. Anything else i need to know? The game starts off easy but gets progressively harder. Teamwork is essential. By the way, is there any way to meet other people interested in this map? Discord community has grown and stays strong - join us, meet the usuals, plan the games, participate in discussions, suggest your own ideas, or even try yourself in occcasional contests related to map in some way. FeaturesScreenshotsChangelogCreditsAuthors NotesUnprotected Version3 Game Modes possible
Due to the size of changelogs, they are posted on the Discord. Changelogs are pasted here upon request only. Map Creator: pick-a-chew (Ratman#1430) Original "Orc Gladiators" Concept: PlagueBringerX (classic versions) Balduras and OGem (reiterated versions) Special Mentions: Sewers (Feedback & Discord organization) Tutko (Feedback & Discord organization) BaronF4 (Map Preview Screen) Systems Damage Engine (Bribe) Item Cleanup (Bribe) Lightning Strike (Paladon) Jump System (Paladon) Models (ordered by name): Alchemical Aura (pick-a-chew), created via War3 Model Editor (Magos) Alchemy Missile (pick-a-chew), created via War3 Model Editor (Magos) Animates Sword (Nasrudin) BlackChakraExplosion (JetFangInferno) RunningFlameAura (sPy), edited via War3 Model Editor (Magos) Double Blades v3 (Tr!KzZ) DruidStaff (Truth Troll UA) EmpathicBond2 (Hermit), edited via War3 Model Editor (Magos) Encourage (PrMosquito) FourLeafClover (Mythic) GeneralHeroGlow (assasin_lord) GoldClaw (Darkwind) GrnVortexAura (UgoUgo) HammerTime (Blood Raven) Haste (JetFangInferno) HauntedSword (Jesus Hipster) Hordebow (Forgotten_Warlord) Katana (Kitabatake) Mindstaff (Thrikodius) MusicTarget (JetFangInferno) NSRPG_shield_burningskullshield (N00byStance) NagaTrident (Uncle Fester) OakAura (unknown) OrcRanged (unknown), edited by Tutko Pickaxe (PROXY) PinkMagicShield (Haistrah) Pistol (Chriz.) Plank Shield (Blood Raven) ProteicAura (unknown) Radioactivecloud (Callahan) RedDawn (Deolrin) ResistanceAura10 (pick-a-chew), created via War3 Model Editor (Magos) RevolverProjectile (pick-a-chew), created via War3 Model Editor (Magos) Serpent Wand (Uncle Fester) ShadowAssault (Ugo Ugo) ShockAura (marcus158) ShortAxe (Lord_T) Soul Harvester Scythe (Blood Raven) SoulArmor (JesusHipster) SpinFX2 (Waldbaer) Stone Shield (JesusHipster) TakeAim (pick-a-chew), created via War3 Model Editor (Magos) VoodooMask (Forgotten_Warlord) War Drums (Sunchips) WhiteChakraExplosion (JetFangInferno) WildAura (unknown) WolfCap-2 (Sunchips) orc (unknown) Models with Unknown authorship yield no valid search results when using Hive's search function. This is likely because the model's file name is vastly different from its bundle name. If any of these belong to you, get in touch, and I will update the credits. Icons (ordered by appearance in import manager): Flare (Blizzard Entertainment)* Orb of Venom (Blizzard Entertainment)* Skeleton Mage (Blizzard Entertainment)* Thick Fur (Blizzard Entertainment)* Bull Rush (Blizzard Entertainment)* Rogue Sprint (Blizzard Entertainment) Warrior War Cry (Blizzard Entertainment) Ancient Katana (PrinceOfFame) Arrow Shower (The Panda) Astral Blessing (PeeKay) Bash (The Panda) Blizzard Boots (Blizzard Entertainment, Gwen Stefani) Bloodlust Amulet (The Panda) Boots Up 1 (inhuman89) CR Warcry (CRAZYRUSSIAN) Ceremonial Locket (BlackDoom) Clover Magic (JollyD) Diamond Pickaxe (Praytic) Druid Staff Nature Earth (Blizzard Entertainment, Gwen Stefani) Frostmourne2 (stefanstan95) HailOfBullets (Blizzard Entertainment)* Hammer2 (kola) Healing Drums (Blizzard Entertainment) Inventory Belt 03 (Blizzard Entertainment) Inventory Boots 03 (Blizzard Entertainment) Inventory Boots 07 (Blizzard Entertainment) Inventory Boots Fabric 01 (Blizzard Entertainment) Inventory Boots Plate 03 (Blizzard Entertainment) Inventory Boots Plate 05 (Blizzard Entertainment) Inventory Boots Plate 09 (Blizzard Entertainment) Inventory Hammer 17 (Blizzard Entertainment) Inventory Jewelry Necklace 04 (Blizzard Entertainment) Inventory Misc Pocket Watch 01 (Blizzard Entertainment) Inventory Misc Stone Tablet 05 (Blizzard Entertainment) Inventory Potion 10 (Blizzard Entertainment) Inventory Sword 11 (Blizzard Entertainment) Japanese Sword (Mc !) Mad Mask (PeeKay) Magic Bullet (~Nightmare), edited via Warcraft III Viewer (n/a) Mastercraft Shield (PrinceYaser) Moon Staff Grace of Air Totem (Blizzard Entertainment) Multi Arrow (The Panda) P's Angel Wings (Paladon) Pathfinder 01 (PeeKay) Rain of Fire (Mr.Goblin) Scout Two (Blizzard Entertainment) Scythe of Elune (TheRanmar) Snowy Glaive (Hemske) Soul Rune (PeeKay) Soul Harvester Scythe (Blood Raven) Spell Fire Fireball 02 (Blizzard Entertainment) Spell Fire Seal of Fire (Blizzard Entertainment) Spell Nature Agitating Totem (Blizzard Entertainment) Spell Nature Astral Recall Group (Blizzard Entertainment) Sunlight (TESCAO) Winds Boots (Mc !) crVeeR5 (CRAZYRUSSIAN) Advanced Creature Carapace* Anger (Ginufe) Arcane Blast (Blizzard Entertainment)* Big Bad Voodoo (Blizzard Entertainment)* Blood Signet (KelThuzad) Blood Spray (The Panda) Charm (Blizzard Entertainment)* Drain (Blizzard Entertainment)* Forge (Blizzard Entertainment)* Frost Ring (Blizzard Entertainment)* Howl of Terror (Blizzard Entertainment)* Inventory Misc Organ 01 (Blizzard Entertainment)* Orb of Lightning (Blizzard Entertainment)* Orc Tower (Blizzard Entertainment)* Scroll of Haste (Blizzard Entertainment)* Select Hero On (Blizzard Entertainment)* Shaman Master (Blizzard Entertainment)* Skeleton Longevity (Blizzard Entertainment)* Spell Fire Fireball (Blizzard Entertainment)* Spell Frost Wizard Mark (Blizzard Entertainment)* Spiked Barricades (Blizzard Entertainment)* Tornado (Blizzard Entertainment)* Totem (The Leader) Vial Full (Blizzard Entertainment)* Spirit Wolf 64 (PeeKay) *These are mostly default WC3 icons that have been extracted via Model Editor and then edited via Button Manager (Shadow Daemon) to create passive versions. If the icon has a link, this means it's a World of Warcraft icon that has been edited instead. Early Developmental Help Hive Workshop (forum discussions) Discord (communication) BaronF4 (feedback) Rayess (feedback) Latest discussion and development can be found on the discord server. The map is routinely optimized to reduce its size and loading time. Much of OG:R's development has been possible due to learning off of unoptimized and unprotected maps. To continue this spirit, I am willing to provide unoptimized versions. Please PM me for one. Note I will only provide an older version as I am still developing Orc Gladiators: Revenge, thus it is important for me to retain developmental integrity. |
Give extra rewards for player who deal the final score to boss is a little unfair. There was a game when I play with friends. I used Pickaxe while another friend of mine play bow. I focus my tower to damage bosses just to have the bow player ks them.
And a reward at the end of each round is.... well, ridiculous. Sometime I have "+1 str/agi/int" and "+all stats". That just wao.
And Pickaxe's tower is too op. With Overcharge and Hydra Arrow combo, I can easily clear the achieve the best damage.
1/Nice.
- In the upcoming version, landing the killing blow on a boss no longer rewards gold. Instead, at the end of the wave, the player who did the most damage to the boss, gets the gold.
- I don't know what you mean? +1 str/agi/int doesn't exist, unless you mean just +1str etc., i could make it more clear that the first option is fixed since not many seem to know it. I could code the reward system to eliminate the fixed choice IF you get an obviously better choice, but it's not worth the effort at the moment.
- Pickaxe is intended to be like that: if you lose your position and the tower dies, you will struggle to recover and your pickaxe person will suddenly a burden. Defend that tower, and it does lots of damage as intended.
- I may nerf the amount of bonus duration the Overcharge grants: but Hydra arrows has a long cooldown, and without Drums/Refresh stone, it's not a reliable damage source anyway.
[/QUOTE]1/Nice.
2/I mean, the reward at the end of each rounds is not good. You should change it like this, 3 options: 1/Stats 2/Gold 3/Exp. Base on the performance of each round, the quality of rewards may increase or decrease. Just that simple
I understand that you give boss spell to make thing interested. But some skills is rather annoying. Like the dis-position skill
1/I don't remember the bosses'names, but spells like Re-positions, Blizzard (damn we can't overcome this boss yet. He is both tough for a quick take down, and can deal tons of damage in a short amount of time. And worse, we can't hole up and def like in other waves.) Bosses don't need to have active spell to be annoying and dangerous. Passive and on-hit effect (stun, cleave, multi, life-steal) can make bosses even more lethal.
2/Yes I think your type of reward is better and more fun. But you should fix it. The options is not reasonable.
3/Stackables shouldn't be that much costly, maybe reduce the cost a bit would be nice, like 150v.
4/Resistant Armor should only for bosses.
5/What is Grade breakdown?
6/Maybe, at the beginning of each game, add something like a game mode (easy, medium, hard, hell...) And number of creeps (X2 , X3 ...creeps and more creeps mean more rewards)
7/Special ending: Outbreak![]()
Well, looking for your next update. This map is way better than the old ones.1. Well.. with ones like Blizzard, Overgrowth (AoE entangle) and Slam (ogre boss) were put in because people didn't like standing in the same spot all game. I personally like them because it requires people to react. Tip: kill bosses first, OR send someone to distract them (like a Great Axe or Katana) before they can cast their spells on the group.
3. The problem i had was for 1250 gold, you could get +40 of your best stat. This was just OP because you're getting lots of attack damage, spell damage and the benefits of that stat. None of the relics come close to that in terms of power; i want people to buy more relics overall, and to really only buy stackables if (a) they're something like pickaxe or scythe or (b) it's end-game and they want to bind them for inventory space.
4. Resistant armour isn't that tricky to handle; send your physical DPS (Katana, Bow, Pickaxe Tower) on the targets. The HP and armour of these mobs might be too high, in which case i'll reduce it.
5. The breakdown of the thresholds required to have a certain grade, e.g. completing a wave between 0-40 seconds after the last mob spawns is an A+ grade.
6. Perhaps, but i don't want to add more layers to this game until i have everything where i want it to be.
7. Special endings is on the list of things to do![]()
Today we had bug with invisible bandit boss. He stuck in random point and do nothing. He just stand and show no reaction: no attack, no reaction on Taunt. We located him only with floating numbers. It took lots of time to kill him with AoE spells.
Sorry, I forgot to save replay.
And next game one guy got bug with random bonus stats at the end of round. He somehow got bonus twice and "stuck" unable to do anything.
Whereabouts was he stuck?
2) Did the problem resolve at the start of the next bonus?
Map has been updated again to 1.24f, please find the full list of changes on the Discord channel.
Please note: this is a new version and may require hotfixes today.
Spell-immunity items/effects were removed as it allowed you to ignore any dangerous mechanics in the end-game, which obviously removed any challenge and made it too easy. My plan is to add spell resistance to the game so that, if you struggle against taking damage from Blizzard, Flamestrike, Judgement etc., you will take less and survive easier. For Round 20 specifically the final Boss's abilities scale with player number, and the Bosses he resurrects should die quickly before they become a problem (if you have a good team).
Spell-shield is still available on the caster and tank epic boots, and War Hammer can still tank magic effects with Avatar and Scythe with Golems.
Enchants have been temporarily removed because their design is poor: people only used them for spell-immunity, crit (which was bugged anyway) and corruption (which was an easy DPS increase for anyone). They will be re-introduced once i have reiterated their design.
Version 1.27ra has been released. As always Discord has the full list of changes.
This version contains a massive overhaul of the waves system. Because of this i'm anticipating several bugs to be found in 1.27ra so please poke me if you find any!
Because most of the people who follow this map are on discord and not the Hive Workshop, which is why it makes sense for me to focus on updating my audience over there and not here.
Can i borrow you map, yes, i will give a description and original for this maps, i just change another gameplay and other.![]()
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Could it be possible for you to put the changelog in hive please?
Kind of fun and I love that I can control the ai's heroes but not really new player friendly. As soon as the door opens you go to look at what you can use but as you are reading suddenly it is "You chose this." So when you go to get gear after finding out you got randomly picked as a tank you look at the items then "Fight time!" before you can read them. In less you know what you want right away and know the shop you need and the items you want you are dead in round 1 even on easy. Now you can get around that in single player useing the god mode cheat but in less I all ready beat it without cheats I don't want to cheat.
As it stands if you are going to play this use cheat mode in single player till you know what weapon and gear you want then play without cheats (And at least 2 ai) and you should be good.
Only thing I would recommend is ditch the timer needed or up it to like 5-10 minutes so new people have time to learn. That and let us chose for the ai. I had a grate combo with the scythe claw and hammer but can never regain that combo with it auto giving to the ai.
The weapon picking phase is due for an overhaul, i will be moving it to an integer-based timer rather than a countdown timer which will give me flexibility to add modes like -extratime at game start to allow organised groups or new people all the time they want for deciding their picks or looking at item tooltips.
The AI heroes are actually a relict from early map development (for solo testing) as such it's not really an intended feature, though it is nice to know players actually find it useful. I don't think it's easily possible for me to set up the game for e.g. Player 1 to choose Player 2's hero so at least for now you'll be stuck with random AI weapons.
Hey men, i just notice that in the lasted update you don't win gold by doing best damage, healer, tank or nothing.