Other Vampirism Zero VZP

FannyShaver

Well-Known Member
Reaction score
31
http://world-editor-tutorials.thehelper.net/maps.php?view=1575

Updated Vampirism Zero VZP version to 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

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 constant battlefiend providing lot more than just buying items 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
-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.

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%

A bit about gaming and heroes availible:
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.

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

icons_5818_btn.jpg

Mistress;
Agility based hero. She is actually a link between all classes using her banish skill. I can't even imagine fighting the game without her. 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.

BTNTheCaptain.gif

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 20% of Vampire hitpoints which can also be increased if casted on banished Vampire.

icons_4269_btn.jpg

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.

kael.gif

Inquisitor;
Intelligence based hero. Casts Thunder Clap, 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 mana regeneration items. His Thunder Clap 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.

huntress.gif

Raven;
Agility based hero. Casts Spirit Link, Shadow Strike and uses Power 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 initial damage which can be combinated with banish will deal some extra damage and slow Vampire down. Power 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...

images

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 2% damage to the Vampire which also can be increased if combinated with Banish.

priest.gif

Elementalist;
Intelligence based hero. Casts Freezing Breath, Mirage and Fire Devastation. Freezing Breath 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.

icons_11487_btn.jpg

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%. Deadly Link deals 50x(ability level) damage with a very long range which can deal a proper amount of damage. 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.

icons_4719_btn.jpg

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.

icons_11485_btn.jpg

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 2000 magic damage to attacking Vampire. This can be increased with loads of luck when Vampire has Unholy Shield, is standing next to Nomad with Banish. Single attack return 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.

icons_11698_btn.jpg
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.

icon.gif

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.
 

FannyShaver

Well-Known Member
Reaction score
31
Should also add, there is a bot (ClanVZP.Bot) on Northrend which is constantly hosting latest version.
 

tooltiperror

Super Moderator
Reaction score
231
Vamp is an epic Idea, like Island Defense, with the whole 2x2 and 1x1 (or has vamp still not implemented collision size?)

Either way, the problem with vamp is it looks professional as crap, so it has a bad rep.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top