Gates of Darkness

Gates of Darkness v1.0 Terrain

If you played the map, please visit and fill out the feedback form, it helps me a lot!

Hero information might be out of date as I am curently remaking a lot of them


What am I working on?

Currently remaking all the old heroes and making improvements to everything already implemented.


Won't be keeping a complete changelog with every detail until i hit v1.0, but below is what i'm working on and what's done

Done (last changelog wipe: 17th April)

  • Wiped changelog
  • New Hero: Darth Sentry
  • Fixed XP share finally
  • New Hero: Maiev Shadowsong
  • Talent System (Only 14 talents though, spread across 2 rows)
  • Added a side-objective
  • Added hireable mercenaries
  • There is a chance (depending on difficulty) for 1-3 (Depending on difficulty) Warp Prisms to spawn each wave, which will continuously warp in units until destroyed
  • Randomized the points of the Massive Warp in locations, and changed the unit count depending on difficulty
  • Implemented High Templar that will warp in and open the two last lanes. After they are done, they are controllable by all players.
  • Remade the Destroyer (Everything apart from Delayed Death has been completely remade)
  • Modifed the Engineer (removed HSM and Armageddon, replaced with new abilities)
  • Modified the Thor
  • Mrrrglbrrg's (Murloc Marine) storm grenades now actually launch grenades which erupt into a storm upon impact, instead of just creating a storm at the target instantly
  • Implemented the Darth Destroyer skin.

Working on it/Planned

  • Short ending cinematics before losing or winning
    • Also going to add the real ending... There's a not too obvious storyline in the map...
  • Completely gonna remake the boss fight
  • Fixing some balance issues
  • Make a video
  • Exterminate bugs
  • 5th abilities for heroes
  • Achievements
  • Moar heroes (After ive got talents, so probably after release)
    • Sylvanas Windrunner
    • The Brutalisk
  • More side objectives/events
  • Items

General Info

About the map

Gates of Darkness is a hero siege map very similar to X-Hero Siege in WC3 TFT (Mostly accidental, i made similar terrain and did everything else, and only about half a year later i remembered exactly what X-Hero Siege was like, and it turns out my map is similar in a lot of aspects)

It's published on EU, and once i think it's ready i'll get it on NA as well. You can find it as "Gates of Darkness", Hero Siege category.
It's 8 players, featuring 11 heroes, an easily toggleable spawn system, a talent system, and a boss at the end. Lots of work still needed and nowhere near done.

Other, partially useless, info

I'd like to thank SweetZombieJesus for his hero selecton library - And i have finally re-implemented it!

TheWatcher.477 is my ID, EU servers.

Please do not publish this map on any server without my permission! You can publish privately and take it off later if you want to play with your friends, but don't publish anything publicly! PM me if you want to publish it on your server

Thx, comment plz :)


General Info

Heroes use a wc3 style ability and level system, currently at 3-10 levels per ability and most are capped at level 30 (which is hardly reachable, and prevents all abilities from being capped). They have 4 attributes which are increased by levelling and by spending minerals on them.



Strength increases damage dealt, and also gives a minor bonus to health and health regeneration.


Agility increases attack and move speed and gives a minor boost to damage dealt.


Intelligence gives a big boost to spell damage (+3 damage per point), increases energy, energy regen, shields and shields regen slightly as well.


Stamina gives a good bonus to health, health regeneration, health armor, shields and shield regeneration.

Current Heroes:

  • Phase Assasin - Speed hero with a quick damage ability, slow-mo ability, AoE DoT, and an ability that attacks 70 times almost instantly
  • The Destroyer - AoE hero. has a large AoE ability, an ability to restore shields by damaging units, an ability with a delayed AoE effect, and an ability to increase his own power shortly to deal terrible, terrible damage
  • Thor - our favorite bigass robot. Can use strike cannons for massive AoE damage, Molotovs for a good DoT, can switch to Javelins for high single target DPS, and use an ability to increase damage and attack speed massively
  • The Summoner - Hero that relies on summoned units. Can summons Ultralisk, Roaches, huge amounts of banelings at a target, or a short zerg invasion consisting of ultras, banelings, zerglings and roaches.
  • Mrrrrglbrrrg - Murloc Marine, speed hero. His abilities have shorter cooldowns and energy costs, but also lower damage. Has concussive multi-shot, psi-storm grenade, can regenerate health very quickly over a period of time, and can massively increase attack and movement speed shortly
  • The Engineer - Basically the Summoner with a different style. Can place turrets, PDDs, launch seeker missiles and call down an armageddon of missiles
  • Octahedron of Doom - All it's abilities will launch a random ability from the other heroes on the same button location
  • Tempest - Hero that uses a large amount of force effects. Has two main abilities on a short cooldown, melee, not dependant on an attribute but highly favours intelligence due to very short spell cooldowns
  • Lich - Hero that is currently awaiting a redesign. Has powerful AoE capabilities and is able to slow/immobilize units.
  • Darth Sentry - Support oriented hero, armed with a good AoE spell, a damage inrease debuff AoE, force fields and the ability to create hallucinations of himself which can attack and cast spells
  • Maiev Shadowsong - A speed oriented hero. Survival capabilities are pretty bad, but she has a long range blink by default, fast attacks and fast spells to deal large amounts of damage to compensate for that. Her spells are similar to those from wc3 - Blink, Fan of Knives, Shadowstrike (now a boomerang AoE), Vengeance and a passive crit chance on all abilities and attacks.

Hero ideas:

  • "The Medic"
    Intelligence based hero, support mainly.
    Will be able to heal and buff friendly units, while having some sort of damage/slow abilities as well
  • "The Lurker"
    I believe this is what nothu means in the comment, not Stalker :p Will be based of Nothu's comment, without the burrow as burrowing a unit will cause it to be "cloaked", meaning enemy units will just run by it and attack the nexus, which totally ruins everything. Either that, or i'll make the burrow have some kind of buff to it's damage/attack speed but still allow it to be visible to enemy units.
  • "Spectre"
    Hero based off the campaign Spectre unit, will have the stun ability, psionic lash for single target damage. Will have to think about other abilities, though.
  • "Firebat"
    Abilities have yet to be decided, have made 2 that i cant get to work. Will be based around a lot of AoE and fire
  • Sylvanas
    Ranged speed/control oriented hero
  • Brutalisk
    Tank hero

Want to help?

If you know your way through the data or trigger editor, and want to help me, you are free to do so. You will recieve credit for your work on the credits section of my map, here on mapster, the loading screen of the version you helped make, and possibly permanently on the loading screen (don't know how much space i'll have on it)
PM me with your idea and anything you need to know - like names i use for variables, or some average numbers i use for my abilities in the data editor, etc.
I don't think i need a new terrain, but if a terrainer feels up to it, he can give it a go on the latest version uploaded on mapster. If you do this, please don't spend too much time on it, just make it a rough outline, since the latest uploaded version is as good as always outdated, and you would have to redo everything on the version on my computer.

Things you can help me with (just comment random ideas):

  • - Items (Anything. Seriously. Just give me a random idea and if it's usable, i'll do it. Kamikaze-zealot launcher? Why not.)
  • - Heroes
  • - Abilities
  • - Anything you think would be even halfway useful for my map
  • - Check at the bottom if you are skilled with any area of the editor
  • - Talent ideas

Any feedback is apreciated! Play a hero and tell me what abilities you like or don't like, and any ideas for abilities for that hero you might have!

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  • Avatar of TheAlmaity TheAlmaity Feb 01, 2012 at 00:42 UTC - 0 likes

    Hello :) Thanks for the comment. Seeing as its been ages since I did something on the map, and even longer on the project page, this was quite a surprise, lol.

    About the stats... I've already implemented them fully and don't see a need to change them.
    Strength gives +2 damage and I think a half or a third of the life (total, armor and regen) values of Stamina.
    Agility gives +1 damage and movement and attack speed increases (Attacks are twice as fast at 255 agility)
    Intelligence gives shields, energy cap and regen, and +3 spell damage (or 1 DPS for damage over time)
    Stamina gives a big boost to all shield and life stats.

    So yeah, I like how my attributes are currently set up. I don't want to split up ranged and melee damage between agility and strength because most heroes are ranged, and the ones I actually gave high base agility are melee. The Thor is ranged and should be strength/stamina based imo, and so on. Forcing ranged heroes and melee heroes to pick a specific stat for damage is not something I'd like to do, because then if I wanted a hero to have a certain stat high by default, I would also then have to make him either melee or ranged because of that, which might not fit the hero.

    Also, I'm not adding a fifth attribute, mostly because the SC2 UI only support 4 visible attributes, so the fifth one would end up hidden.

    About a trap based hero... I like the idea, the main problem I see with that though is that Gates of Darkness is very fast paced and doesn't really leave you with enough time to set up a minefield - the hero would probably be forced to throw all his traps directly underneath enemy feet. Also, the hero would probably have some similarities with the Engineer, who can set up Auto Turrets and Point Defense drones to hold an area (And his third spell either speeds up the auto turret or makes the point defense drone emit a guardian shield (If used on a hero, it restores shields and energy))4

    Unfortunately, I'm currently working on my other map - RuneCraft.
    While no one ever told me that this map was bad or that they disliked it, everyone is a lot more enthusiastic about RuneCraft, so I will continue my work there. If I do continue Gates of Darkness someday, I will probably focus on putting more side missions into it, and reworking all the old heroes to incorporate some things I learned in hero design since i first made them.

    Projects: Starmon - RuneCraft

  • Avatar of E8itium E8itium Jan 30, 2012 at 17:27 UTC - 0 likes

    Sounds kool.

    Small suggestion for attributes, if energy exists and weapons are separated into classes. one has either minor (1-49%) or major (50%+) effect for such.


    melee (major),

    ranged (minor),

    HP+regen (minor),

    (carry amount..?)


    melee (major),

    ranged (major),

    speed (major),



    ranged (minor),

    spells (major),

    energy (major),

    shields+armor (minor)


    melee (minor),

    spells (minor),

    energy (minor),

    life+armor (minor)

    Pst, how about endurance? + character class that can set up traps :D

    Greetings from the Swarm, today's host is..? Dammit Scar, it wasn't supposed to be your lunch!

  • Avatar of Hobrow Hobrow Jul 29, 2011 at 20:48 UTC - 0 likes

    Things to fix:

    • At the start message x has choosen y waves etc.There is a space missing in front of the has.
    • Change the blink hotkey to something else than B ... for example D
    • Add a range indicator for Blink
    • You wanted to add a weapon to the nexus so it doesnt die by 1 unit
    • The diagonal lines to the last 2 spawns gave me some extreme frame drops.
  • Avatar of Hobrow Hobrow May 20, 2011 at 14:48 UTC - 0 likes

    Since you asked for hero ideas, here's mine:

    Hero: Mechanic

    Role: Support


    - Turrets:

    Flamethrower Turret (smale range, cone damage), Gattling Turret (less damage but AoE, range 6), Machine Gun Turret (higher damage than gattling, single target, range 6 maybe 7), Missile Turret (slow attack speed, high AoE damage, huge range 10-13 or so) all turrets have a limited duration, higher levels increase damage done

    - Becons:

    Healing Station (heals nearby allys (channeled, duration 100s), Recharge Station (restores nearby allys energy (channeled, duration 100s) higher levels increase healed/restored value

    - Cover:

    smale builiding (sandbags?) that grants cover, increases the armor of nearby allys (has high attack priority) higher levels increase granted armor as well as hitpoints

    - Tactical Nuke(ultimate):

    The mechanic can build one (1) missile silo, allowing him to build and launch one nuke every x seconds. higher levels increase damage done as well as AoE range

    Last edited May 20, 2011 by Hobrow
  • Avatar of Hobrow Hobrow Apr 30, 2011 at 09:07 UTC - 0 likes

    Darth Sentry bugs:

    • forcefield charges do not recharge
    • command card for new skill levels does not have a cancel/back button

    other things:

    • difficulty scaling of the final waves scales a bit too well, the more players you bring
  • Avatar of TheAlmaity TheAlmaity Apr 29, 2011 at 23:17 UTC - 0 likes

    Thx for the feedback Helral!

    About the tooltips: totally forgot to edit those. The Summoner way way OP before and I had to nerf the unit numbers... Forgot to edit tooltips... Thx for saying :)

    Hero picking... No idea what went wrong there :/ Can you try it again one or two times? Maybe there was some lag involved or something... Not sure what else it could be, since it never happened before

    Going to remove the healing shops... They used to be item shops but I scrapped that, and the heal doesnt work :(

    Will check about the ability learning and see what I can do. With visible, do you mean greyed out or different?

  • Avatar of Helral Helral Apr 29, 2011 at 22:31 UTC - 0 likes

    some bugs that I found:

    • tried to pick assassin near summoner, got summoner instead.
    • summoner ability tooltip doesn't match amount of units spawned.
      • spawns 1 ullie less then ability says
      • spawns less roaches then ability says

    other things I bumped into:

    • couldnt figure out how the healing shop worked.
    • abilities stayed visible at learn area, while I couldn't pick them anymore. (bug? feature?)

    Helral's Lair
    Meow meoow meeow. I'm ze evil SC2MapsterKitten.

    UI Tutorials listing

    current projects:

  • Avatar of TheAlmaity TheAlmaity Apr 25, 2011 at 21:31 UTC - 0 likes

    since the last comment is from over half a year ago, I'd just like to say that this project is still active!

    Just finished a new hero: "Darth Sentry"

  • Avatar of TheAlmaity TheAlmaity Oct 18, 2010 at 11:35 UTC - 0 likes

    Thanks Frozen :) unfortunately i dont get notifications for comments, so i didnt notice untill today >.<

    Phase Massacre has been fixed. For some reason the "search" effect on level 2 only searched for 1 unit to apply the damage. fixed this to unlimited, so its AoE works now.

    Phase strike is based on melee bonus damage. I'll make it deal 50% of its original damage. Autocast for now is based on triggers since when i made this ability i didnt know how to implement autocast with a minimum range :/ I'll play around with it and fix it.

    Phase Distort - Yea, i played recently with my friend, and it seems OP so it'll be reduced. i can't add an AoE range indicator, since it's radius changes per level, and the indicators dont scale themselved >.<

    Time Distort... Im not too sure about this ability, but it's duration will definitely be decreased. It might even be removed and i would add a different ability in it's place (i learned to use force effects, he he), and put this one on another hero.

    I'm not doing anything on items yet - i just wanna have a version that can be played with 8 players and is as bugless as it can be. One hero is already done, altough might need fixing, other hero will be started soon, boss is done (needs testing), all heroes need some balancing (Phase Assasin and Destroyer are primary targets for the nerfhammer, while murloc and some others will be made a bit stronger)

    I'm not changing wave spawns and dont plan to. What i will change though is that bigger units like archons, collosi and tanks actually have more health and damage than other units, and smaller units like marines and zerglings will have a lot less health and damage, but larger numbers. You probably noticed that all units die at the same rate :(
    The reason i'm not changing the waves is because my triggers are ridiculously messy. They work well, and aren't exactly badly made, but hard to modify since i don't use arrays. If i want to modify something, i have to change the value for each lane in 2 triggers :/ im planning on changing all the triggers to use variable arrays and be much shorter to allow simpler editing.

    And the thing about the cloak effect on phase assasin... believe it or not, that was my first idea of how he should look. Only problem is i don't know how to apply the cloak texture to a not cloaked unit >.< He will also get the afterimages like the HT has in melee, and i just got an idea how to change the phase assasin's look. If it works, he'll be light blue and transparent.

    I'll take all your item suggestions in consideration, but i have to find out whether adding effects to weapons is possible through items, because creating a copy of each weapon with the additional effects is just too much to do...

    Also, thanks for the link :) I'll see if i can use those.

    Any new comments welcome.

    p.s. theres a new version of the map up. it's not a complete update, but i wanted to test it out with my friend and my map is at the bottom of popularity anyway

    Will update the description of the map here on mapster right away as well.

  • Avatar of FrozenWaltz FrozenWaltz Oct 08, 2010 at 19:21 UTC - 0 likes

    Played a few rounds using Phase Assassin, pretty fun hero but, overpowered ...

    Phase Assassin

    Phase Strike

    • +10 spell damage per INT makes his spammable Phase Strike VERY imbalanced.
    • Try decreasing it to just +5 per INT.
    • Allow auto-cast to be switched off/on ?
    • Changing it to base of AGI would also be better since he's an AGI hero.

    Phase Distort

    • Try decreasing it's duration and cooldown but increase DoT (Damage over Time)
    • I dunno how hard would it be but, adding an AoE range indicator would be nice.

    Time Distort

    • Decreasing it's duration.
    • Decrease it's CD.

    Phase Massacre

    • Try decreasing the number of attacks but add in an AoE like Phase Strike ?
    • eg. 714 strikes with 300 damage aoe (Phase Strike)


    • Try decreasing his HP as well, and make him rely more on shields.
    • Add in the "invisible" render yet remain visible to wave spawns ? (just to look cooler)


    • Need energy replenishing items other than shields and health.
    • Items too strong early game / too weak late game.
    • Item merging/upgrade?
    • eg. Two Tier I merge into a Tier II item with same but improved effect, and so on.

    Wave Spawns

    • Low tier spawns on earlier waves and high tier spawns on later waves ?
    • eg. Wave 110 (marines) , wave 1120 (marauders) , wave 2130 (ghost)
    • ps. This is just a suggestion based off Alexon88's feedback.

    Final Bosses ... ?

    • Add in 2 bosses for the twins that needed to be killed.
    • Add in a final boss after the 2 twins ? ...

    Item Suggestions

    Psi Reave (Weapon Slot)

    • Damage Bonus.
    • X% melee Cleave damage bonus in X radius.

    Accel Reactor (Weapon Slot)

    • Damage Bonus.
    • X% projectile Splash damage bonus in X radius.
    • Attack speed decrease by X%.

    Rigid Cell (Chest Slot)

    • Damage received reduction by X%.

    Hero Suggestions

    "The Abandoned Warrior"

    • Zealot Golem/Statue Model
    • Melee Tank/Support Hero
    • STR or STAM based
    • Good shields, thick health, slow attack rate, medium damage.


    1. Intimidating Rush (Zealot Charge Animation) - 7 seconds CD

    • Rush towards a target enemy. No additional effect. (Lvl 1)
    • Decreases attack rate of enemies by 20% in 3 radius at end of Rush. (Lvl 2)
    • Decreases damage and attack rate of enemies by 35% in 5 radius at end of Rush. (Lvl 3)

    2. Cold Frustration - 20 seconds CD

    • Stuns enemies in 3/4/5 radius by 4/6/8 seconds.

    3. Existence Withering - 30 seconds CD

    • Enemies near the hero take 75/100/125 damage per second in 4/5/6 radius for 3/5/7 seconds.

    4. Oblivious Repulsion - 85 seconds CD [ULTI]

    • Takes 0% damage from enemies for 10 seconds.
    • Enemies receive 10xSTR damage upon attacking the hero.

    Try looking at the map in this link as well. Not mine, but could help.

    These are just merely opinions of mine, just hope they're useful.

    Last edited Oct 09, 2010 by FrozenWaltz

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Date created
Aug 01, 2010
Last update
Aug 23, 2010
Development stage
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