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(12) Vampirism Zero VZP

10-16-2010, 03:23 PM#1
Fanny.Shaver
Vampirism Zero VZP

Everything copied from ClanVZP.forumotion.com with admin and map maker permission.

Genre: Tag, Survival
Official forum: ClanVZP.forumotion.com

Updated Vampirism Zero VZP version to 4.0
- Fixed Veins of Blood
- Redone Shuriken
- Redone Envenomed Dart
- Firelord's Pyro will deal 60 damage for second burn
- Reincarnation Timer will not show during Spiritual Walk
- Spiritual Walk will steal 15% mana +2% x ability level
- Builders will be invulnerable in the start of the game until ordered an action
- Statis Trap range has been increased to 200
- Mine will deal 0.5% damage per level of ability
- Ultimate Mine will deal 7% damage and have it's range doubled
- Fixed Frog Transformation preventing Witch to gain levels when transformed
- Fixed Potion of Damage which wasn't boosting damage when mixed with Blood Potion
- Added all the rest buffs to be removed by Soulstone, for now Entangling Roots, Shuriken, Silence and Electro Shock are irremovable
- New hero, agility based Crusader
- Other Taverns but a main one are no longer clickable
- Two new spells for Vampires, one nuke and one healing spell


As in every Vampirism map you control either a builder and protect yourself by building a base or a Vampire with your goal to kill anything that is alive. This is an ultimate Vampirism turning simple building and item buying into a constant battlefiend providing lot more than just building and watching things happening around.


What's different here to other Vampirism Zero maps:


-Rebalanced terrain, single attack spots are provided only at solo spots, two people spots or at weak three people spots.
-Only one lumber base with fair prices which provides balance by not having far too much wood.
-All tomes were moved to ultimate shop which disallows humans just to pump one hero in the beginning of the game (in other versions this is the easiest way of winning for humans, as with massive amount of wood hero is lot stronger than strongest defence).
-Added lots of items with various abilities to provide countless tactics for both humans and vampires.
-Opened gold arena during day and night for both humans and vampires.
-Provide soloing players with solo bonus of +40% damage.
-Gold Income Upgrade availible for Vampires.
-More than one hero class
-Possibility to choose abilities as a Vampire
-Vampires are provided with ultimate spells as soon as they reach 41 lvl.
-Vampires are provided with Vampire Reincarnation with 300 seconds cooldown.
-Voting system (-votefeed and -votekick)
-Proper trading system (-gg -gl)
-New, very useful party playing with -as command autosending all resources to target player
-Vampire minion has been replaced with Vanquished Builder
-Vanquished Builder is being reshuffled between players once his owner leaves the game

Differences between other Vampirism maps:


-Lumber bases (no lumberjacks) which are clearly indicating for how many players base is made for (many other vampirisms can be misused by players when they build in far too many people in one place).
-Humans main resource is lumber but to tech up they need gold. Gold can be only gained by destroying gold supplier. This requires having heroes, and those if killed are providing killing vampire with +1 wood, which for vampires is necessary to buy better items, this is one of the main aspects of the Vampirism Zero, as Vampire here isn't completely connected to feed, because as much as Humans need gold, Vampires needs gold and wood.
-Killed humans doesn't become a Vampire minion, in here he becomes a Vanquished Builder who is a neutral unit and can help both humans and Vampires by using his special abilities.
-Allowed resource trading - Trade is a key to victory!
-Having a hero is a must, as having a gold from gold deposit is a must.
-Constant gold and experience growth for Vampire, thanks to this game will never stuck, unless Vampire made too many mistakes.

A bit more detailed info


Heroes


For now there is a number of heroes availble for humans. I shall write a few things about them in here.


Mistress;
Agility based hero. She is actually a link between all classes using her banish skill. Learns Evasion, Banish and Critical Strike. Using her banish skill she can enable humans to deal extra damage to Vampire or to give him a possibility to use current banishment to heal himself with a lot larger power. Any time Mistress banishes a Vampire, everyone else should use his own spells on the Vampire. She can also combinate a speedtowers Fiery Powder upgrade changing damage type from chaos into magic, which will enable magic attacks to deal double damage.


Guardian;
Strength based hero. Casts slow, Lightning Shield and Fist of Heavens. Lightning Shield when casted on a hero unit next to banished Vampire will deal a massive amount of damage to him. His slow spell is quite good to slow Vampire down, but useless during a siege because it doesn't slow down the attack speed. Fist of Heavens, his ultimate skill deals a huge amount of damage - equal to 25% of Vampire hitpoints which can also be increased if casted on banished Vampire.


Knight;
Strength based hero. Casts Entangling Roots, uses Thorns Aura and Bash. Most important skill obviously is Entangling Roots, once casted on banished Vampire will deal a proper damage and also immobilizes Vampire for a short period of time which means, if casted on Vampire in gold arena it will make him to suffer extra damage from arena itself. Aura has range of 300 and s quite useful for everyone. Because of aura Knight should always stay in the middle of the party. Bash is a quite important skill because with a decent attack speed he can be a very hard enemy to kill.


Inquisitor;
Intelligence based hero. Casts Mana Blast, Mana Shield and Silence. You believe it or not, it's harder to kill him than it looks like. Once leveled enough, to like 20 level using his mana shield ability it's a nightmare to kill him. Especially if loaded with some intelligence bonus items. His Mana Blast spell is quite good to slow Vampires down which also deals some damage and can be combinated with banish and also his Silence ability once casted in a right moment can make them do eventually die once were trying to heal in arena.


Raven;
Agility based hero. Casts Spirit Link, Shadow Strike and uses Deadly Strike. Spirit Link is a quite rescue skill to be used to either save somebody's life or to spread damage in the very early stages of the combat. Shadow Strike deals magic damage which can be combinated with banish will deal some extra damage and slow Vampire down. Deadly Strike provides her with a 1% chance to instantly kill the Vampire. This should be constantly used whenever chance araises, blink to the Vampire, hit few times, run away. Who knows...


Zealot;
Agility based hero. Casts Net, Dodge and uses Holy Dust. Net works like an Entangling Roots, but doesn't deal damage and Vampire can still attack, instead holds Vampire a bit longer. Net can be dispeled with Vampire Soulstone. Dodge can be used to shift out of existance and remain untargettable for a short period of time. Ultimate skill, Holy Dust works like immolation dealing 3% damage to the Vampire which also can be increased if combinated with Banish.


Elementalist;
Intelligence based hero. Casts Frost Nova, Mirage and Fire Devastation. Frost Nova is able to deal good amount of damage and also slows Vampire using cold effect for as long as ability lasts. Can be combinated with Banish to deal more damage. Mirage can be used on self or friendy hero to dramatically increase it's armor. Fire Devastation can deal a massive amount of damage on a well pumped Elementalist. It will costs his entire mana to deal damage equal to half of mana amount, which can also be increased to deal deadly damage once combinated with Banish. Ability won't work if Elementalist isn't on 100% mana. This hero is a very easy target to kill.


Shadow Priestess;
Once a Mistress, but bitten as a Vampire became a hybrid which is a very powerful hero in this battle. Intelligence based hero, casts Blind Vision, Deadly Link and Vampiric Comparison. Blind Vision is both defensive and offensive spell, temporaily provides her with Vampire vision and increases her movement speed by 40% and stops all Vampire actions. Deadly Link deals magic damage with a very long range which can deal a proper amount of damage and also stops all Vampire actions. Vampiric Comparison creates a link with Vampire and swaps her hitpoints with him. Amount of hitpoints won't reach over her maximum hitpoints, though this spell will be deadly if casted in any arena on a very low hitpoints amount.


Viking;
Strength based hero, casts Seamans Will, uses Round Shield and Ivory Wave. Seamans Will is a very good offensive spell, deals some damage and slows Vampire's movement down, what's most important, this spell will also make all Vampires to hold position for as long, as Vampire player will notice that he is actually holding position. Round Shield is a passive ability that periodically can block a Soul Corruption. Ivory Wave is a very powerful spell which makes Viking literally unattackable as long as buff lasts, but has one weakness as well, once Viking is hit with Soul Corruption which isn't blocked by Round Shield, Ivory Wave effect is lost.


Nomad;
Strength based hero. Uses Cursed Shield, casts Sandstorm and morphs into a Scorpion. Cursed Shield once maxed provides Nomad with possibility to deal extra magic damage equal to 15% of Vampire hitpoints. This can be increased with loads of luck when Vampire has Unholy Shield, is standing next to Nomad with Banish. Two attacks returned can kill him instantly. Sandstorm is a quite good offensive spell just because it ignores magic shield and cannot be dispeled, but due to this adventage casting range is reduced to 400. His ultimate is very strong - morphs into a Scorpion with magic damage, ultimate speed and ultimate attack speed. Once mixed with banished Vampire is a guaranteed death, but will not attack Vampire with Magic Shield. This lasts only 10 seconds so must be used wise as well.

Pikeman;
Strength based hero. Uses Vortex Shield which can be loaded with many charges capable blocking enemy attacks. Number of charges cannot extend level of Pikeman. Ethereal Force can be mixed with Banish to deal extra damage and also slows down Vampires. Ethereal Force slow cannot be removed and will ignore Magic Shield. His ultimate will kill Vampire instantly if his soul is protected by Reincarnation. This is very important spell, makes Vampire to instantly lose his protection.


Storm Shaman;
Intelligence based hero. Uses tornado which can make him a hard target to kill due to 75% evasion, his chain Lightning Skill damage can be increased using Mistress's Banish. Chain Lightning hits three targets, but will hit third unit only if it's revealed. His Ultimate skill, Lightning Storm is very powerful as it increases his movement speed by 35% and for 20 seconds deals 1000 magic damage to all enemies in range of 800. Using Banish is highly recommended as well as using Magic Shield on Vampires.


Firelord;
Intelligence based hero. Transforms using Pyro, casts Firebolt and Meteor. Transforming into Pyro will cause Vampire to take 25 magic damage for each second of burn duration, but every attack on Firelord transformed into pyro will make him burn for three seconds. Firebolt deals magic damage and extends burn duration by five seconds. Meteor deals a base damage of 10% hitpoints and 0.5% for each second of burn remaining. Great mix with Banish.


Gnome Technician;
Intelligence based hero. Plants Mines, Statis Traps and a Motion Controller. Mines deal magic damage equal to a percent of target hero and can be easily avoided by having a magic shield activated. Statis Trap creates electro shock which will slow down any units in range of 400. Statis trap have 1 second effect delay. Motion Controller disallows target Vampire to move away from the device up to range of 300. Motion Controller can be destroyed with five attacks.


Witch;
Intelligence based hero. Casts Frog Transformation, Envenomed Dart and Spiritual Wall. Using her frog transformation skill she can transform herself into a frog gaining great movement speed bonus and possibility to ignore all obstacles but also loses possibility to attack and cast spells. Envenomed Dart is a very powerful offensive spell due to the poison which slows down Vampire movement speed by 75% for a short period of time. Deals no damage. Spiritual Wall is created around witch in range of 300 which disallows any enemy to get closer to the Witch. Once her soul is corrupted wall is destroyed.


Hunter;
Agility based hero. Uses Claw Block, throws Shuriken and casts Vicious Strike. His claw block is a great defensive passive skill which provides him with a chance to return 100% damage back to the Vampire and taking no damage instead. Shuriken can make him able to immobilize and disarm target for a short period of time. His ultimate skill gives him a chance to deal damage equal to hitpoints which differs him from full hitpoints.


Crusader;
Agility based hero. Casts Destinction, uses Enlight and Avander. Destinction can be cast upon any ally unit to make it temporairly invulnerable but for this price to lose it's ability to attack for as long as buff lasts. Enlight enlights Vampire which deals some damage to him and deals extra damage depending on how long is Vampire enlighted, deals magic damage and can be wisely mixed with Banish. Avander is a passive ability which gives possibility to immobilize and disarm Vampire for 1 second with 65% chance. Can be blocked with Talisman of Damage.


Vanquished Builder;
Though this unit isn't a hero his importance in game is very high. His abilities are bringing a lot of randomness into a battlefield. All his abilities can be used for both Vampires and Humans depending on which side Vanq is operating. As a unit he is being shuffled between players once his owner is leaving the game. As a factor of 50% chance per team and then shuffle between players provides each team with exactly the same chance to be granted control over him. A little bit more about him: 700 hitpoints makes him an easy target to be killed with one shot using Ultimate Soul Corruption. Low hitpoints regeneration and slow movement speed is making him even weaker. About skills;

Ethreal Comparison;
Brings Gold Deposit to it's 50% hitpoits. Way of use is simple, either help yourself on Human or make Humans suffer if controling it as a Vampire. This spell reveals Vanq for 5 seconds.

Unitary Glory;

It's basicly a praying skill that can be casted upon one of the monuments in the middle of the map. Due to balance issues Vampires must keep Vanq within flowers by their monument and Vanq can be killed himself once is a target of Sprite Explosion. In the other hand, humans usually have absolutely no chances defending Vanq, that is why Vanq is allowed to leave place of pray until that one is finished or can risk being shot by staying to the right side from the monument where Vampires are unable to hit him with a melee attack. He still can be damaged with Immolation generated by Unholy Shield.

Neverending Sadness;

This spell can work either as a curse or a healing spell, depending on the way of use as it brings all heroes on the map to the state of 50% of their total hitpoints. Humans should keep this spell to lower Vampire's hitpoints once he's attacking a base or entering one of arenas, and Vampires to drop slayers' hitpoits just before visiting them in one of arenas.

Eternal Oblivion;

In case of that one Vampires have much more room than humans simply because it's reseting all ability cooldowns including Vampire Reincarnation. Way of use is actually lot wider, using this Vampires can deal lot higher amount of damage with their Soul Corruption (350 * 4 or even 700 * 4). Meanwhile humans aren't completely powerless, imagine a moment when you are positive you are late for your level-up. Simply reset your blink, and get level you really want. This spell also resets ability cooldowns on items.

Unavailible Salvation;

This spell is basicly a pain in the arse, but at some point is pretty successful. Vampires should use this spell to make humans to lose levels when are staying in arena, best to use just before level-up time, and even better when combinated with an attack on the base. That will take some concentration and in the very end, probably some levels. Humans can use this spell to make Vampire to lose the target for a second which will make him to look dizzy for a second giving them a certain time to settle down a bit. Spell would work the best if Vampire is attacking a main wall using Blood Potion, that will cost him few very important second/s. Is also good for humans to use it when gold deposit is on the very low hitpoints to do the last hit with builder.

Wrath of Unknown;
This spell summons a Corrupted Merchant on a random location of the map. Merchant is selling quite few good items for a pretty decent price. Both sides can buy some extra resources and few good items which will be very good in-use on the battlefield.

Make note! All those spells apart from Unitary Glory are revealing Vanquished Builder for 20 seconds. Unitary Glory reveals for 60 seconds on Humans and as long as pray lasts on Vampires. Also all 5 minutes cooldown spell provide Vanquished Builder with a +10 life bonus.


Items Review

There is a number of items added in VZP which enables humans and vampires to support a constant battlefield on the map. I shall write a bit more about items.
I shall begin with Vampires:


Dracula Secret Talisman;
A Major Vampire Boost. Boosts basicly everything a mid-game Vampire needs, +50 movement speed, 40% attack speed, 40 hitpoint regeneration and a True Strike ability that makes his attacks to never miss.


Vampire Fang;
This item even if doesn't look like is very important. Slayers with a high levels are very hard to kill, and if a chance arises it's usually one of arenas. Vampire will need a lifesteal to help him battle his way through to survive in arena, and especially if combinated with Talisman of Damage this lifesteal is a pain in the arse. Apart from 15% lifesteal also provides 20 hitpoint regeneration, +50 damage and boosts attack speed by 50%.


Talisman of Damage;
With it's Magic Shield ability is one of the main items. 30 seconds effect time and 60 seconds cooldown. Provides 180 damage, 35 armor and 20 hitpoints regeneration. Good to use against spells and magic damage. Very good if someone researched Fiery Powder on his Speed Towers. All potions can be used upon Magic Shield. Magic Shield's duration will be decreased by a half of it's remaining duration if attacker is holding a Lightning Orb.


Soul Ring;
This item is finding himself the best against a massive amount of towers. If Vampires are sharing responsibilities it's obviously item for a tank, not for damage dealer as it provides a chance to evade 15% attacks. Also provides 20 hitpoints regeneration and 35 armor.


Claws of Fury;
15% chance to deal 3x normal damage. Best to use this weapon together with high damage impact, critical strike might be deadly. Good combination with Potion of Damage and Rock Smasher. Apart from Critical Strike privodes +100 damage and 20 hitpoints regeneration.


Shadow Wand;
This is an ultimate anti-speed tower item. With only one cast you can disable them all for 10 seconds. Casting range is 1000 and area of effect is 350. With a proper damage impact many walls can be down by this time. Include some Blood Potions to increase the loses on enemy side. Also adds +80 damage, +30 damage and boosts mana regeneration by 200%.


Vampire soulstone;
Same stuff like Ultimate Zero Stone, but... This one instead of boost of 5000 hitpoints is loaded with Dispel ability costing 50 mana per buff removed. Doesn't remove Entangling Roots and Silence. Also provides +360 damage, 100 hitpoints regeneration and +95 armor.


Talisman of Lost Hope;
Very good item, loads stronger than Vampire Soulstone, loaded with Finger of Death dealing 500 damage in range of 1000. Apart from that provides +1000 damage, 200 armor and 10000 hitpoints. That is a proper siege item, as each visit in both Slayer or Gold arena makes him to lose same percent of hitpoints anyway, and rescue healing might provide even less effect than before.


Soul of the Vampire King;
This is an Ultimate Item. Many people believe this item means game over for humans. That is basicly wrong. With only this item very well loaded Slayer can easily cope, easily enough means 5 Heaven Keys and a Frostguard. Item is loaded with +5000 to all stats, Spell Immunity and a Silence ability that silences every enemy in area of effect of 3000 with casting range of 2500. Lasts 55 seconds and have 60 seconds cooldown. Very not recommended to visit slayers in gold or slayer arena with this item, as on this point of the game they are probably wearing Frostguards and if Knights, then have Bash. 10% hitpoits a second might be very deadly.


Potion of Damage;
Increases base damage by 500% for 30 seconds, can be dispeled with Lightning Orb. Very useful item if mixed with Blood Potion and/or Potion of Armor.


Potion of Armor;
Increases armor of the Vampire by 200 for 30 seconds. Very good item even in late game for main tank when amount of armor isn't enough and a Lightning Orb carried has been Disarmed. This also can be dispeled by an attack of unit carrying Lightning Orb.


Blood Potion;
Once used provides Vampire with invunerablity which can be well combinated with other potions. There is no way to remove invunerablity but Mysterious Herbs can make Vampire to drop and have one potion destroyed.


Humans:


Holy Water Orbs;
Very powerful buffers. Reducing Vampire armor by 33, 66 or 132 depending on what orb is a carrier manipulating. Armor doesn't affect Vampires health penalty in Slayer or Gold arena, but makes him to suffer higher damage from all tower and hero attacks. It's very good to put one of those in Zero Tower to make Vampire to take damage from the very early stage of the siege.


Lightning Orb;
Looks crappy, but apart from the look and price this is probably the most important item humans can buy. Dispels a number of buffs Vampire would be very keen to have. It is highly recommended to hold this item on builder only, as any other attacks, either from a Mega Wall or Zero Tower are magic attacks and those can be blocked by Magic Shield from Talisman of Damage, and Vampire may use this leak in defence with no mercy.


Garlic Orb;
Slows Vampire's movement speed by 25% and attack speed by 45%. It's a good idea to put this orb into a Zero Tower, to again, make Vampire to suffer from the very beginning of the siege.


Frost Orb;
Slows Vampire's movement speed by 45% and attack speed by 25%. Yet again it's a good idea to put this orb into a Zero Tower, to yet again, make Vampire to suffer from the very beginning of the siege.


Mysterious Herbs;
Provides really powerful ability to destroy one of Blood Potions Vampire is carrying. Once bought contains three charges. Spell has casting range of 1000.


Northern Blessing;
Actually an a anti-tank item. If you control a base with a massive amount of towers, and a damage dealer is happily owning your walls perhaps consider having this item, as it switches all towers to attack targeted Vampire. Manual switching of a very high number of towers might take far too long, and counting that a tank will sooner or later will lose his all health may doom you. Has casting range of 1000.


Spider Ring;
Provides Wind Walk ability that makes hero invisible for 15 seconds with 60 seconds cooldown. Needs 150 mana to cast. Very good item if you want to buy some extra seconds to level hero up, and/or to run away nearly dead.


Bracelett of Power;
Provides Avatar ability making you immune to spells for 10 seconds with 60 seconds cooldown. There is a wide range of ways to use this item. Is undroppable during cooldown.


Ghostly Helm;
Creates one image of a hero that takes normal damage but deals no damage. Image lasts 25 seconds. Requires 50 mana to cast. Very good skill to fool the Vampire. On a high level games everyone should wear one in case slayers are attacked in one of arenas.


Wand of Holy Light;
This is actually an anti siege item. Once casted on Vampire makes him to miss 50% of his attacks for 10 seconds. Has casting range of 1000 and 30 seconds cooldown.


Heavens Key;
Major Slayer Boost, provides with +380 damage, +95 armor, 5000 health bonus and a 65 hitpoints regeneration. Stack of 5 is nearly guarantees unownable hero.


Frostguard;
A legendary sword that provides 10% chance to stun a Vampire for one second. Also provides +300 damage bonus. This item is a must in late game if you aren't controlling a Knight.


Anger of Gods;
Quote:
Originally Posted by Vampirism Zero VZP
The most powerful weapon the world has ever known and a weapon no Vampire can ever challenge.
Ultimate weapon that provides ultimate skills. Ultimate Speed, Power of Heaven - a Critical Strike with a 50% chance to deal 10x normal damage, if Mistress is carrying, Critical Strike is disabled. In addition, provides +25000 damage. Just to make things clear, better get more hitpoints to follow with this item or at least a Bracelett of Power. At this stage of the game when you can afford this item, Vampire's ultimate stun (soul corruption or corrupting stomp) will give him more than enough time to own you with even 6 of them.

Neutral


Rock Smasher;
This item is availible for both Humans and Vampires from Corrupted Merchant which can be summoned for 20 seconds by Vanquished Builder. Rock Smasher have only one ability, Rock Smash which enables caster to deal 2x normal damage to fortified armor for 20 seconds with 60 seconds cooldown. Is undroppable during cooldown.


Ventegeful Staff;
Provides Taunt ability which is just great for few heroes. Especially tanks should carry this item to save int's lives, but Vampires might take an opportinity having this item as well. Item itself casts upon 450 range and has 60 seconds cooldown.


Basics

Vampires should always share responsibilities, it is a huge and a common mistake, to equip both Vampires with the same items, making them an universal one. Those doesn't exist. This is vital, to make one Vampire a damage dealer when another one is tanking for him. Through the game Vampires will must hunt human heroes not only for wood, but must also be aware of a fact, that a neglect to hunt them, is equal to feeding humans. Yes, this is actually feeding them, as:

-stronger slayers gather gold faster
-faster gold means teching up
-teching up is no good if Vampires are thinking of victory

There is a number of core items for both Vampires, like Boots of Speed and Talisman of Damage. This second is provided with Magic Shield ability which blocks most of negative spells. Slayers gain levels in slayer arena periodically, every 30 seconds. This can be easily blocked by a human builder literally buying their slayers a possibility to gain few levels in early game. Block in late game is actually useless, as walls undefended won't stop Vampire for long, in the other hand, investing in a defence in slayer arena is a waste of time, too many walls are to be used overthere, and there is no lumber base spot overthere. This base will always fall sooner or later. Builder standing in arena with either Frost or Garlic Orb is a good harassment for Vampires in early game, but Vampires have a Lost Soul, which are invisible scout units, but still capable casting offensive spells like Disarm, which makes Builder to lose his ranged attack for a few seconds. This will provide Vampires with a chance to destroy few walls, and wait for slayers. This is vital to visit slayer arena like one hour before a night, this means there will be no slayers overthere which could try to stop Vampires destroying wall defence.




Credits to all used resources in F9.
Have fun playing it.

Version history


1.2

- Added new spot
- Rebalanced item's speed bonus
- Rebalanced Lost Souls Vampire can hire
- Fixed hero spawn glitch that used to cause errors

1.3

- Fixed leaking resource of Unitary Glory
- Fixed cinematic pinging for all players
- Vanquished Builder is no longer a hero unit
- Fixed Rock Smasher ability

1.4

- Fixed mutliboard glitches
- New human hero class
- Minor building price fixes
- Improved solo spots

1.5

- Multiboard is remade once -share is finished
- Fixed level 1 Soul Corruption target
- Vanquished Builder will be killed once hit by Sprite Explosion
- Increased altar's size (probably a cause of fatal errors during slayer revival)
- Fixed Guardian's Slow tooltip
- Potion or Armor and Potion of Damage can now be used in cooperation with all items

1.6

- Two heroes: Int based Inquisitor and Agi based Raven
- Fixed critical errors that used to be periodically caused by -share command
- Few minor tooltip fixes
- Fixed building critical strike
- Anger of Gods can now be carried by Hero units only
- New item in cheap shop, Mysterious Herbs providing ability that makes Vampire to drop all blood potions
- Blood Potions cannot be picked up by any human unit

1.7
- One new hero, Str based Zealot
- Minor price fixes
- Few tooltip fixes
- Added sound effects
- Set up a default loading screen saving loads of map size due to removing previous, high quality one
- Blood potions can now be picked by any human unit
- Mysterious Herbs are now destroying Blood Potions instead of making a Vampire to drop them on the ground

1.8
- One new hero, Int based Elementalist
- Fixed multiboard hiding red's resources
- Talisman of three moons now reduces magic damage by 50%
- Extended Spirit Link time
- Increased Shadow Strike damage
- Few tooltip fixes
- One rebalanced spot
- Thunder Clap now ignores Magic Shield
- Increased building prizes

1.9
- Increased Slayer's collision size to 32
- Elementalist's Cyclone spell has been replaced with Mirage
- Altar's collision size increased (could have been a cause of a few critical errors)
- New Vampire skin
- Few basic improvements in mutliboard
- Few new sounds

2.0
- Three new heroes (Str based Nomad and Viking and Int based Shadow Priestess)
- Vampire's stats have been slightly increased
- For now each hero can be picked only once
- When casting Disarm Lost Soul becomes Visible for 5 seconds
- New reserve command made to reserve a hero
- Few minor tooltip fixes
- Fist of Heavens and Fire Devastation can no longer be casted upon a Vampire with activated Magic Shield

2.1
- Fixed Nomad's ultimate spell that was removing Eye of Gods and Power of Heaven once morphed
- Increased altar and tech center size to their originals
- Fixed Raven (-r) reserve command
- Few minor tooltip fixes
- Terrain around Tavern is no longer revealed, only Tavern is visible

2.2
- Few new icons
- Altar has been completely removed
- Automated slayer revival system next to tavern using system (base 15 seconds + 1 second per hero level)
- Few minor tooltip fixes
- Inquisitor's Thunder Clap has been replaced with Mana Blast (same effect with increased damage)
- Fixed Elementalist's Mirage timing
- Thanks to removed altar shops are no longer upgradeable, those are availible to be built instead
- Two new items, one in cheap shop, one in expensive
- Slayers no longer gain levels after few seconds after death
- Fixed bug preventing Viking to revive without full mana
- General cleaning up in Upgrade Center
- Inquisitor's Silence has 30 seconds cooldown

2.3
- Tiara of Nobility has been replaced with Sacrificial Skull
- Autorevived slayers are now set to hold position and are invunerable until given any other order
- Fixed Ultimate Shadow Strike hotkey
- Fixed Headshot trigger
- Fixed shuffle trigger which was removing all resources from alive Vampire when his ally died
- Fixed critical strike on Claws of Fury which was dealing x2 damage to buildings instead of x3
- Fixed Potion of Speed which at some point of the game wasn't increasing attack speed anymore

2.4
- Fixed Soul Ring which wasn't giving +50 armor
- Boosted Wand of Regeneration hitpoints regeneration rate from +75 to +100
- Autorevived heroes cannot attack until are unmuted by giving an order
- Few minor tooltip fixes

2.5
- Fixed Anger of Gods skill which wasn't appearing for hero unit
- Few minor terrain changes
- One tooltip change in Ultimate Breath of Frost
- Eye of Gods is no longer a hero spell but Sprite's
- Redone -gg and -gl command
- Fixed a bug where Muted slayers have been following a targeted Vampire

2.6
- Increased constant experience growth for Vampire from 90 to 100 every 5 seconds
- Icon changing in multiboard directly related to chosen hero
- Dracula Secret Talisman is now loaded with True Strike ability making Vampire to never miss, mana regeneration has been removed
- Ultimate Shadowrun is now infinite until Vampire attacks or casts a spell and has 20 seconds cooldown
- Redone Bloodlines healing spell*
- Added feature for Vampire to constantly tell what is the current Reincarnation cooldown
- One three player spot redone
- Fixed little bug in -gg command
- Fixed wrong tooltip when Builder was destroying Gold Deposit

*Previous Bloodlines were based on Shadow Hunter's healing wave. It was a common problem when Vampire was healing and animation worked but he just died before spell actually healed him. This wasn't a map problem but a default warcraft spell problem. This has now been redone to have a self cast healing and heals every ally in range of 800. There are adventages and disadventages:

Pros:
- No need to click anything apart from hotkey
- No jump penalty
- No casting time

Cons:
- Can misjudge the distance of 800

2.7
- Fixed critical bug with Reincarnation cooldown

2.8
- Fixed -votefeed command
- Lightning Orb is no longer instantly removing Anti Magic Shield but is dropping it's remaining effect time by a half
- Reincarnation cooldown timer is shown to the Vampires only
- Fixed a bug with all Reserve Buffs disappearing after red player left the game
- Few minor changes in action messages

2.9
- Reincarnation cooldown fixed, shows current time only when Vampire is not visible or not fogged
- Elementalist's Breath of Frost has been replaced with Frost Nova
- Banish no longer multiplies damage and healing by x5, from now on x4
- Few cosmetic improvements in mutliboard and messages
- New features in -votefeed command
- Special effects on Bloodlines caster
- Vampire who left the game no longer shows two messages
- Lumber from killed / leaver Vampire is also given to Vampire still in game
- Zealot's Holy Dust deals 3% hp per second instead of 2%
- Guardian's Fist of Heavens deals 25% hp instead of 20%

2.9a
- Fixed general bug with Frost Nova
- Fixed Multiboard bug which wasn't loaded on initialization
- During protection process Mistress' model was broken, also fixed

3.0
- One new hero, Str based Pikeman
- More features in -votefeed
- One new item with Taunt ability - Ventageful Staff availible in Corrupted Merchant
- Frost Nova can now be casted on friendly units as well
- New anti-maphack feature (still in beta state)
- Fixed Viking Seaman's Will spell which was dealing far too much damage

3.1
- Mastered anti-maphack test
- Pikeman's Lance Stab has been replaced with Ethereal Force
- Repaired Raven's Shadow Strike
- Few minor buff and tooltip fixes

3.2
- Added slow effect to Pikeman's Ethereal Force
- Vanquished Builder now recieves +10 max hitpoints for casting main spells
- Builders that accessed Gold Arena can now blink
- Zealots' dodge if activated will now autocast even if targeted by a spell
- Inquisitor's Silence duration is now 10 second and a cooldown of 25 seconds
- Vampire Soulstone now debuffs for 50 mana per buff
- More features in -votekick system
- Wand of Holy Light now provides a chance to miss of 50%

3.3
- Fixed little bug with Blind Vision, Sandstorm and Ethereal Force due to wait function
- Added one new tower (lightning tower)
- General cosmetic improvements
- Improved -votekick command
- Interface changes

3.4
- Fixes in Lightning Tower
- Knight's Thorns aura is now in use for all units in range of 300
- All spell's descriptions has been made and new hotkeys applied (Q, W, E, R for all abilities from left to right for both Slayers and Vampires)
- Changed upgrade hotkey for Arrow tower, as before A was overriding attack. A is still in use to build it

3.5
- New message features
- Interface changes
- Tooltip fixes
- Vanquished Builder can no loger pray invisible

3.6
- New message features
- Vampire killing streak feature
- Few new nice effects around the map
- Fixed Unitary Glory spell for both Humans and Vampires
- Fixes in Vampire Soulstone dispel animation
- Few minor tooltip fixes
- New Vampire cursor
- Polishing interface changes

3.7
- Four new heroes (All int based = Gnome Technician, Storm Shaman, Firelord and a Witch)
- Improved Pikeman's Vortex Shield
- Possibility for Vampires to chose skills

3.8
- New completely innovative tavern system
- Reserved hero appears in main tavern
- Slayers are unavailable to buy for Vampires
- Fixed spell selection for Vampires
- Fixed Witch Frog Transformation spell
- Fixed Storm Shaman's Tornado and Lightning Storm

3.9
- Vanquished Builder is now targetable by Death Coil
- New agi based hero, Hunter
- Balances in item prices
- Dropped Veins of Blood healing power to 600hp/s
- Few fixes in Vampire cash refund
- Storm Shamans tornado now provides him with 95% evasion

Attached Images
File type: jpgV0 VZP.jpg (3.4 KB)
10-16-2010, 09:45 PM#2
TKF
This has to be the best vampirism map in the world if you think this will get approved here.


If not it will be incinerated the wc3c site admins.
10-16-2010, 11:49 PM#3
Fanny.Shaver
Quote:
Originally Posted by TKF
This has to be the best vampirism map in the world if you think this will get approved here.


If not it will be incinerated the wc3c site admins.

That is exactly why I came here ;) I put loads of effort to balance map, to make it as dynamic as it currently is. Whatever I used to do on it I always had a proper backgroud backing my decision. This isn't just a silly map where you build a wall, mass towers and left click around the map (current Vampirisms reputation). Vampirism idea isn't bad, it's just flooded with brainless maps which can be made in literally one hour, I made VZP to put a new impact in Tag maps, provide people with a constant battlefield. Just play that map once, ask me questions why is it made that way, not other, you'll see that everything (I guess so...) is considered in this map.
10-19-2010, 06:22 AM#4
Fanny.Shaver
I guess nobody have a willing to review it?
10-19-2010, 08:24 AM#5
Deaod
well, wc3c.net is pretty much dead, save for some few who check once a week or so. Theres virtually no chance any map in the current queue of map submissions will ever be approved.

Please also post the map preview screen as an attachment to the first post.
10-19-2010, 04:05 PM#6
Fanny.Shaver
I did, doesn't work for some reason :/
10-19-2010, 05:46 PM#7
akolyt0r
Quote:
Originally Posted by Fanny.Shaver
I did, doesn't work for some reason :/
well... upload it as jpg, png or gif
10-20-2010, 09:47 AM#8
Fanny.Shaver
There we go. ;)
10-21-2010, 06:56 AM#9
Captain Griffen
Quote:
Originally Posted by Deaod
well, wc3c.net is pretty much dead, save for some few who check once a week or so. Theres virtually no chance any map in the current queue of map submissions will ever be approved.

Please also post the map preview screen as an attachment to the first post.

It depends on how busy/inclined I am over vacs and how original/interesting the map is.

Almost all of the maps in the submission have actually been played if not reviewed yet.

But I'll agree with your assessment that there's virtually no chance any map in the current queue of map submissions will ever be approved. ;)
10-21-2010, 03:58 PM#10
Fanny.Shaver
Quote:
Originally Posted by Captain Griffen
But I'll agree with your assessment that there's virtually no chance any map in the current queue of map submissions will ever be approved. ;)

Any specific reason apart from lack of activity?
10-21-2010, 04:41 PM#11
Deaod
Insane requirements.
10-21-2010, 09:32 PM#12
busterkomo
Quote:
Originally Posted by Captain Griffen
It depends on how busy/inclined I am over vacs and how original/interesting the map is.
That would be understandable if you were the only one capable of reviewing.

Quote:
Originally Posted by Deaod
Insane requirements.
They aren't that insane. Most of the older maps feel really dated. They just seem insane because of the great number of low quality maps submitted.
10-22-2010, 04:01 PM#13
Fanny.Shaver
Just play it once, think about tactics provided with items and spells. I know what is Vampirism scene reputation, but this map is made to put absolutely new impact. If you think it is possible to make Vampirism not just a brainless map try this. If you think all of them are brainless, you definitely need to try this to change your mind.
07-09-2011, 06:52 PM#14
Captain Griffen
Disapproved

- Imported copyrighted sounds.
- If you were to get down to one vampire, it's basically impossible for them to win.
- Playing a vampire is pretty dull, lacking in abilities that are interesting.
- Nothing really original or exciting.
- Feels unpolished, terrain is really dull.
- Tooltip bugged for second gold upgrade, gives +1, not +2.
- Bug where you could get the income from an upgraded building, but never pay for it by cancelling it repeatedly.

Seemed pretty brainless to me. Vast majority of the time it's just plain dull. That's not very fun.