War for the Overworld

War for the Overworld

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Silverstorm Siege. Wave Survival Map. 1.0.3.
   
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Game Modes: Custom
Number of Players: 4 Player
File Size
Posted
Updated
2.302 MB
2 May, 2018 @ 12:54pm
21 Aug, 2018 @ 2:17pm
13 Change Notes ( view )

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Silverstorm Siege. Wave Survival Map. 1.0.3.

Description
Welcome to Silverstorm Arena! This is the place where can test your skills against powerful Empire warriors. Protect your Core Shards from harm, your game will end if you lose those. Work together with other Underlords or compete them in Last Man Standing or Team vs Team modes. Can survive long enough to see who is the Final enemy you need to defeat? Good luck and have fun!

Game objective is to survive all waves of enemies and defeat all boses, including the Last One. Defeat condition is the loss of 3 Core Shards. Beating each boss rewards with surprise and access to one of 4 locked zones.

Playable in Skirmish mode with AI and Multiplayer with Human Players.
16 Comments
Green.Sliche  [author] 17 Oct, 2018 @ 8:23pm 
A reminder that there's new v1.0.5 available for you here => https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515029939 . Use that version since it contains all of the fixes and balance improvements.

This version ( v1.0.3 ) is no longer supported and is likely to be buggy on latest WFTO patch ( 2.0.6f1 ). Please unsubscribe from this version and subscribe to the latest one ( v1.0.5 ) instead.
I will keep this map here for now since there still are many people who didn't switch to new version or prefer this one instead.
Green.Sliche  [author] 16 Sep, 2018 @ 4:29pm 
There's version 1.0.4 out as separate map. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515029939 Please unsubscribe from this map and subscribe to that one. I will delete this version from workshop in 1 week. Thank you and sorry for inconvenience.
Green.Sliche  [author] 16 Sep, 2018 @ 1:18am 
Did anyone of your friends lose a Core Shard? Level 10 enemies spawn when a player has lost a core shard. Try to protect your shards by all means.

There's ~10 minutes of preparation given to players before first wave comes. Use this time to establish your dungeon and build lots of traps near the first Core Shard.
Mr.BvH 15 Sep, 2018 @ 3:03pm 
I have tried this map with 2 friends but minutes after the first wave a group of level 10 enemies spawned making it unbeatable. I really hope you can fix this, it looks great.
Green.Sliche  [author] 30 Jul, 2018 @ 7:27am 
v1.0.3 is released.

Fixed Bosses and Units value. Now they are all correct and balanced.

Introduced new mechanic which will now slowly kill units on lanes with No or Defeated Players. This should prevent lags for some people due to waves being left unharmed when there's no one to deal with them. This means level can be played with less than 4 players without extra load on PC / Host.
Green.Sliche  [author] 29 Jul, 2018 @ 7:53pm 
Note : Map currently is not working as intended. It requires a special fix from devs. When this will happen, v1.0.3 will be released. Sorry for inconvenience.
Green.Sliche  [author] 28 Jul, 2018 @ 5:23pm 
Significantly reduced wave timers for all waves. Initial wave timer was reduced by additional 100 seconds. This change shall make level more dynamic and more interesting.

Fixed wrong Boss Area unlocker. Now the area unlocks properly when corresponding boss is defeated. Fixed missing game restriction which could cause some issues in both Single and Multiplayer games.
Green.Sliche  [author] 13 Jul, 2018 @ 5:18am 
Reduced initial wave timer by 100 seconds. First wave now comes sooner.

Removed buggy Ember Rift Shield script and restructured Empire Spawner area. This will prevent an issue where shield could be applied to Ember Demon or Random Empire unit rather than intended Ember Rift. Now area is properly sealed off thanks to Core Doors, which allows Empire units pass through while keep spawner area properly isolated.
Green.Sliche  [author] 13 Jul, 2018 @ 3:05am 
Updated. Has fixed Core Shard Counter and extra AI player buffs.
Green.Sliche  [author] 13 Jul, 2018 @ 2:16am 
The first wave comes in 13 minutes. I can reduce this timer so first wave comes early. The time between waves is also ~1.30 minutes. These timers were picked to make sure players don't get overrun to quickly.

Do note that when a wave is defeated by any player, the timer for next wave begins for all players. This is the competitive mechanic which allows players pressure each other by performing better than opponents. Timers can be adjusted of course, assuming I'll get some feedback from players.