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The Destroyer (Remake)

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Level 10
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Hello all fans of the Destroyer, I have released the new version of my game, The Destroyer (Remake) v1.3.

The Destroyer (Remake) v1.3
- New Dungeon
- Added a special event
- Changes to the Huntress
- Balancing
- Changed Item Drop
- Added more items to the drop


Make sure to keep an eye out for the new version, I will be starting to work on the new region, Isles of Harmony, as long as no major bugs appear from the latest version.

Enjoy
 
Level 11
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hey, your map really looks like Teve, the enter dungeon systems and the item reward system and all :3, you trying to remake a map like Teve ????
Edit : sorry if this offended you but i am just asking :3
 
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Nah doesnt offend me, the map is similar to Teve in dungeons, but I hope once I get to the new areas it will be more different. The enter and reward system are just simple and easy for people to understand. It was inspired by Teve, but im no going to remake it
 
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btw i noticed something that i think you should change, when i take a quest that is only allowed to lvl 1-8 and i took the quest at lvl 8, and after doing the quest i got to lvl 9, i could not turn in the quest. i think you should fix this :3
 
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Level 10
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492
I shall give that ago, looks a lot simpler than my solution haha

  • [TRIGGER]Satyr Massacre Setup
    • Events
      • Unit - A unit comes within 150.00 of Swordsman 0041 <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A Hero) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of (Triggering unit)) Less than or equal to 5
              • KillSatyrQuestString[(Player number of (Owner of (Triggering unit)))] Equal to notstarted
            • Then - Actions
              • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffffcc00Repeatabl...
              • Quest - Create a Required quest titled (Satyr Massacre (Recommended Level 1 to 5) + (Name of (Owner of (Triggering unit)))) with the description Kill 5 Satyrs then ..., using icon path ReplaceableTextures\CommandButtons\BTNSatyrTrickster.blp
              • Set KillSatyrQuest[(Player number of (Owner of (Triggering unit)))] = (Last created quest)
              • Set KillSatyrCount[(Player number of (Owner of (Triggering unit)))] = 0
              • Set KillSatyrQuestString[(Player number of (Owner of (Triggering unit)))] = started
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • KillSatyrQuestString[(Player number of (Owner of (Triggering unit)))] Equal to done
                • Then - Actions
                  • Hero - Add 300 experience to (Triggering unit), Show level-up graphics
                  • Player - Add 125 to (Owner of (Triggering unit)) Current gold
                  • Sound - Play GoodJob <gen>
                  • Quest - Destroy KillSatyrQuest[(Player number of (Owner of (Triggering unit)))]
                  • Set KillSatyrQuestString[(Player number of (Owner of (Triggering unit)))] = notstarted
                  • Game - Display to (Player group((Owner of (Triggering unit)))) for 4.00 seconds the text: |cff32cd32Swordsman...
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • KillSatyrQuestString[(Player number of (Owner of (Triggering unit)))] Equal to started
                    • Then - Actions
                      • Game - Display to (Player group((Owner of (Triggering unit)))) for 4.00 seconds the text: |cffff0000You have ...
                    • Else - Actions
        • Else - Actions
          • Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffff0000Your leve...


I think yours will work, so I will put it in and test

EDIT: I tested it, the only problem with this is, the message for ELSE, keeps occuring, the 2nd one from the bottom of the code, so I have to add another IF statement to stop that from occuring

EDIT 2: Fixed it completely now. Thanks for that I will do for all quests now, and release it when I get around to the new version. I appreciate the feedback and help with that =D
 
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Level 5
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Played it again, still single player so I had to overlevel a bit to be able to kill enemies, but that is my fault for not having friends ;L

Some suggestions:

-Only enable the 'out' command when you are in a dungeon, to transport you to the outside of the dungeon entrance. It can be used whenever anyone wants, and can be exploited to escape death/have a quick path back to base to buy/sell. If you want to be able to quick travel back, perhaps make an ability/another command than only teleports you back if you are out of combat for 5 seconds, so you can't just use it to escape enemies!

- The Archer hero's abilities seem a bit dull (apart from the knockback, that one is pretty awesome!) Perhaps give her multishot as a passive non-hero ability and increase the targets as she levels passively, and replace her 'ultimate' with an activate-able ability, e.g. a barrage of arrows that damage and slow units in target area; a high damage AoE knockback at the location of the Archer, allows her room to shoot mellee enemies as well as kill groups of mobs around her; etc... Not sure, some passives and basic skills are nice, don't overload on super custom amazing looking uber spells, but I think gameplay with her just got a bit dull.

- Smart hotkeys, four abilities, so go with the user friendly Q-W-E-R hotkeys for familiarity? This may just be me due to my history of DotA and LoL, but having all four keys next to each other is a very pleasant way to play.

-Starting town terrain: Looks like it was the first thing you did, and may have rushed it a bit. I like the map's terrain overall (awesome tile blending/variation!), but the starting town seems a bit lacking nonetheless! :)

Other than that, it was fun, and I enjoyed the good ol' dungeoning and bosses (although the first boss could have used a bit more health and another ability: I almost two-shotted him as the Archer with that knockback arrow, and all he did was shockwave me!)

Good work!
 
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Level 10
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The out command everywhere is an interesting indea, I shall look into that. The archer is dull I know, why I added the multi-shot spell, I will consider new spells but I still want her to be a strong attacker. I have tried to make them as friendly as possible, without adding an extra [Q] to a spell. Yeah the first town is what I started at, good geuss, will try update the terrain. First proper boss is Doom Bringer, the boss your talking about is a mini-boss, so he is meant to be easy, so archer will do that :)

Thank you for playing my game, Im glad to here your input =D
 
Level 12
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Played the "The Destroyer (Remake) v1.3" and now it's time for the review.



Terrain, Gameplay, Replayablity, Interface, Others
20 points each

~20 - :goblin_boom:
20,5-50 - Average, but still needs a lot of improvement.
50,5-79,5 - Good enough, could be better.
80~ - Cool :ogre_datass:

Terrain
Fair, a neat warcraft-ish Terrain, but it's a bit empty here and there especially the towns. That place should get a lot of improvement to make it more town-ly since it's the first place we step on (we couldn't call it a town since it looks deserted). and consider more on placing doddads at the right place, you seems to place it on random places (e.g statues, fountains, etc). other than that, looks good!
Score :15/20

Gameplay
This map really requires a lot of unique things, there is nothing really stands out in this map. Basically, all you'll be doing in this map is kill creeps, doing repetitive quests, go back to town, and do it all over again a lot of times. and then you get into a new region once you've leveled enough, and the process restarted. And there's no penalty on letting your hero dies, so we could get our hero into a more dangerous place and see if we could do it there, if we dies then it's okay there's no penalty :)
Score : 10/20


Replayablity
It's replayable enough, there's several choice of classes available that make us want to test all spells that the heroes have. But, there could be more eye-catching features that makes us want to play more. So, another improvement would be better.
Score : 15/20

Interface
All quests are rather the same (killing, get quest items, get rewards, etc), even my friends don't care much about doing those quest. Yes, it has quiet great rewards, but, it's lacking uniqueness, and oftenly completed after the level is higher than it requires :/

The spells could use QWERD hotkeys, so it would be more user-friendly.
the map didn't show any sign of major leaks and not lagging even after long time playing multiplayers. And also i like the enchant system and the Gamble system, but it would be better if you make it more complex :D
Score : 15/20

Others
For what I could see, most updates simply bring a new dungeon, more levels, monsters, balancing, etc. I believe a little more diversification would be in the order. it is only a hack-'n'-slash RPG, Not a map for impatient people, so you could take more time into making the games better than the last updates.
Score : 10/20

Sorry for being too harsh, but this is for better improvement of your map :)
Keep it going.
Overall Score: 65/100 + Rep
 
Last edited:
Level 10
Joined
Jan 20, 2011
Messages
492
Played the "The Destroyer (Remake) v1.3" and now it's time for the review.



Terrain, Gameplay, Replayablity, Interface, Others
20 points each

~20 - :goblin_boom:
20,5-50 - Average, but still needs a lot of improvement.
50,5-79,5 - Good enough, could be better.
80~ - Cool :ogre_datass:

Terrain
Fair, a neat warcraft-ish Terrain, but it's a bit empty here and there especially the towns. That place should get a lot of improvement to make it more town-ly since it's the first place we step on (we couldn't call it a town since it looks deserted). and consider more on placing doddads at the right place, you seems to place it on random places (e.g statues, fountains, etc). other than that, looks good!
Score :15/20

Gameplay
This map really requires a lot of unique things, there is nothing really stands out in this map. Basically, all you'll be doing in this map is kill creeps, doing repetitive quests, go back to town, and do it all over again a lot of times. and then you get into a new region once you've leveled enough, and the process restarted. And there's no penalty on letting your hero dies, so we could get our hero into a more dangerous place and see if we could do it there, if we dies then it's okay there's no penalty :)
Score : 5/20


Replayablity
It's replayable enough, there's several choice of classes available that make us want to test all spells that the heroes have. But, there could be more eye-catching features that makes us want to play more. So, another improvement would be better.
Score : 15/20

Interface
All quests are rather the same (killing, get quest items, get rewards, etc), even my friends don't care much about doing those quest. Yes, it has quiet great rewards, but, it's lacking uniqueness, and oftenly completed after the level is higher than it requires :/

The spells could use QWERD hotkeys, so it would be more user-friendly.
the map didn't show any sign of major leaks and not lagging even after long time playing multiplayers. well, i like the enchant systems, advance it more :)
Score : 12,5/20

Others
For what I could see, most updates simply bring a new dungeon, more levels, monsters, balancing, etc. I believe a little more diversification would be in the order. it is only a hack-'n'-slash RPG, Not a map for impatient people, so you could take more time into making the games better than the last updates.
Score : 10/20

Sorry for being too harsh, but this is for better improvement of your map :)
Keep it going.
Overall Score: 57,5/100 + Rep

Thank you for the review I shall take it into major consideration, and just be truthful its good if your harsh as long as there is reason. Now yes, the gameplay is pretty boring, and I have been trying to brainstorm ideas, but do you have any ideas to make it more interesting?

Also I did change it so you can hand in the quest at any level even after required (could have that in v1.3 not sure, but that has changed)
 
Level 5
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Puzzles, more interesting boss mechanics, escort quests, rescue quests, quests with timers to add a sense of urgency and a penalty if you do not make it... a gold (and maybe stat?) penalty for deaths... Any of those things would improve your game, methinks! :)
 
Level 12
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Now yes, the gameplay is pretty boring, and I have been trying to brainstorm ideas, but do you have any ideas to make it more interesting?

If i get any idea, i will PM you, don't worry :)

Also I did change it so you can hand in the quest at any level even after required (could have that in v1.3 not sure, but that has changed)

oops, looks like i played the wrong version, my bad :ogre_icwydt:
 
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Level 10
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Jan 20, 2011
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492
Puzzles, more interesting boss mechanics, escort quests, rescue quests, quests with timers to add a sense of urgency and a penalty if you do not make it... a gold (and maybe stat?) penalty for deaths... Any of those things would improve your game, methinks! :)

I REALLY REALLY want to try that escort quest, also I will be adding in a special house, which will be like gambling/luck, to add more to the game. It is only small, and thank you for the ideas +Rep

Only problem with some of this is I will have to rearrange the starting area to allow more room for ideas, and maybe change the amount of experience gain, since more quests will be coming in, like item finds

oops, looks like i played the wrong version, my bad

You got the right version, I forgot I haven't released the version with that change, I will after I get some of the new stuff in
 
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Level 10
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Hey guys, in advance I'm sorry for the double post, but for good news, I have worked on a new version and it has been released (Check out the main thread).

This will involve a fair bit of new content, that I think will improve it substantially game play wise. So here are the changes;

The Destroyer (Remake) v1.3b (OUT NOW!)
- Model Changes
- Balancing to heroes
- Dungeon changes
- New quest
- New area
- Changes to enchant
- Fixed quests
- Gambling (Only small thing right now, want ideas and your opinion)
- and possibly more! :p


So that is me for now, I hope you enjoy playing the game, as much as I enjoy making it for you. Cannot wait to here from you. If there are any bugs or problems with the new systems tell me, and I will fix it.
 
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i'm playing it right now, will tell you the details later. this post was just a note for me. later i will edit it.

edit :
210329-albums5809-picture61930.jpg


there you can see the monster is getting to the town, you should remove the monster when they enter towns, no ?


i like the gamble system, but please change the special effect when i get golds, essences or items. like if i get coin, the special effect would be the sounds of coin, when i get essences it would be the same like when i pick an essence, and when i get items i will get another special effect, also add some messages about what i get, i don't know what really changes after i click on that gamble icon. :p




- Holy Knight's Divine Armor is showing the buff of Devotion Aura, i think you should change it.
- Holy Knight's Light Clap is really OP, you should nerf it a little i think.
- Still i advice about QWERD hotkey.

please do explain what this is for (on quest log, hints, or any other way). I think enchant system should use this Essence too, that would make sense :p

OMG, the penalty is too much! when i died, i always lost all gold. please do penalty by using percentage of current gold, here i make a math for you. (Current gold - (Current Gold x (1 + (0.50 x Level Of Hero))))

I died a lot of time, hehe, very fun to play a hard map. please do add aid items like potions or food, etc. i died before even get to reach the boss :S


i just don't know how to pass the Pieran, it's really hard, i always died there, especially after i got bind by those troll mages, that hurt alot! plus the stun effect of the warlord, that forest is very dangerous!
 
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Level 10
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The essence is for enchant, but I will put it in the quests. There is potions check the fountains. The holy slam is OP so i will nerf its cooldown. With the gamble I will do that. Also the death penalty yeah i noticesnit was really high at level 10 after I released so i already nerfed it :)

Thank you for play my game, I will fix up all the stuff you said and improve on it. Did you like the escort quest?
 
Level 12
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The essence is for enchant, but I will put it in the quests. There is potions check the fountains. The holy slam is OP so i will nerf its cooldown. With the gamble I will do that. Also the death penalty yeah i noticesnit was really high at level 10 after I released so i already nerfed it :)

Thank you for play my game, I will fix up all the stuff you said and improve on it. Did you like the escort quest?

210329-albums5809-picture61936.jpg


i cannot load my rogue that i saved from 1.3, did you change anything to the save code ?
 
Level 10
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Um, it most likely won't work now, since I added lumber to the code, but besides that some items I added, but that's it. If the problem is the lumber, since I didn't have it originally then, that would be the problem.

This save/load code is not mine, so I wouldn't know how to fix it, if it's anything else, but I'm positive it will be because I added lumber, unless you loaded in other characters from original versions?

EDIT: Did you save while you were dead? If so you will not get a character, since no position will be saved
EDIT2: If it is a problem not involving the lumber, I will just reset the code I have in trigger, so that you cannot load any and so you will have to restart. This is a last resort though
 
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just my opinion but i don't know if you will make it since this is just in a alpha state but (my opinion), your rpg currently is just the same as every other rpg out there, there is no special features, its just basically create new character, kill mobs, do quests, save then load then repeat the whole process until you reach the max level :3
 
Level 10
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just my opinion but i don't know if you will make it since this is just in a alpha state but (my opinion), your rpg currently is just the same as every other rpg out there, there is no special features, its just basically create new character, kill mobs, do quests, save then load then repeat the whole process until you reach the max level :3

Yeah it really is, and tbh I don't really want to change it, because that will take a lot of effort to fix it all up, so that is why it is currently on hold, since I'm making a mini-game, and contemplating whether this game will have any potential in the future compared to others
 
Level 10
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What to my comment that I made about putting this on hold? I have big plans for the new regions to make it more interesting, it's just everyone wants something better with the starting areas, and I can't do that with the way I have set my terrain up unfortunately
 
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Yeah it really is, and tbh I don't really want to change it, because that will take a lot of effort to fix it all up, so that is why it is currently on hold, since I'm making a mini-game, and contemplating whether this game will have any potential in the future compared to others

i saved it at 1.3 and load it at 1.3b :ogre_rage:

it's okay, if codewipe is really needed in this case, i don't mind, i can play it again from start. :thumbs_up:

just my opinion but i don't know if you will make it since this is just in a alpha state but (my opinion), your rpg currently is just the same as every other rpg out there, there is no special features, its just basically create new character, kill mobs, do quests, save then load then repeat the whole process until you reach the max level :3

no, i see potential for this map, he'd trying really hard to make it better and the good thing is he listen to what the player want. :ogre_hurrhurr:
 
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yeah :3, i know there is potential because it is in a alpha state and i am just stating that now in this alpha state, it is similar to many other common rpgs :3, well there probably is something coming up after a while :3
 
Level 5
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Thanks for sharing your resource with others! That's very generous of you. Many map makers refuse to do such a thing because of selfishness. And the map looked great :thumbs_up: Very neat terrain and game play. Bummer you had to stop working on it. Hope you get back to it some day, I'm sure this will be a great map if completely finished!
 
Level 10
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@Hell_Master - Yeah, I may get back into this game in the future, and finish it, but we shall see.

@Spank_my_kodo - All my work I release is unprotected, because I learned from looking at my friends maps, so feel free.
It's not really selfishness which makes people not share the resource, more past experience if something has happened with there work.
 
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