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Blackest Nightmare : Chapter One

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.



-BLACKEST NIGHTMARE-
CHAPTER ONE

STORY :
In a planet called Rozamus, a dark being descends and begins chaos. A human kingdom falls, and remnants desperate for escape.

FEATURES :
  • Hack n Slash
  • Mission with unique gameplay
  • Unlockable Characters
  • Preserved Tome and Items
  • Restore Mechanic to Preserve Progress
PLAYABLE CHARACTERS :
  • Karzaston the Lead Guard
  • Maramis the Prince
  • Affad Aybe the Sky Magician
  • Imelda the Magician
  • Assar Aybe the Fire Mage
MEDIA :


CREDITS :

  • KOEI
  • Blizzard Entertainment
  • Tranquil
  • levigeorge1617
  • Googlieeyes
  • Naze
  • Ribenamania
  • Directive255
CHANGES :

Fixed a major bug with Assar Aybe not selectable
Fixed a bug with Assar Aybe not moving in Mission Three
Fixed Assar Aybe's passive icon using active one
Assar Aybe's ultimate radius reduced from 1200 to 800
Assar Aybe's ultimate meteor increased from 5 to 10
Bolt of Fire's damage increased from 300/600/900/900/900/900 to 300/600/900/1200/1500/1800
Assar Aybe's Blastwave max damage multiplied by 10
Assar Aybe's Blastwave damage multiplied by 2
Assar Aybe's Blastwave cast range increased from 600 to 800 (same as first 3 level of Bolt of Fire)
Fixed Mission Three's description
Fixed Mission Three's bounty not enabled
Fixed Meteor not giving bounty properly on hero kills
Fixed Special Item Shop item positions
Added Hood of Cunning to Tracey's Armory
Assar Aybe's Blastwave mana cost reduced from 110/110/90/80/70/60 to 100/90/80/70/60/50
Fixed a bug with allied items being visible in Mission One and Mission Two
Added two footmen to the left side of shipyard at Mission One


All items now have 0 cooldown for purchasing
New key item : Scroll of Portal
Maramis ultimate no longer has INVULNERABLE note in tooltip
Maramis ultimate now raises 100 unit, up from 25
Maramis ultimate now has 150 seconds cooldown, down from 300 seconds
Difficulty Bonus now gives 20 damage per difficulty, up from 15
Difficulty Bonus now gives 250 health per difficulty, up from 150
Mission Two Extra Reinforcement now rewards player with 75 lumber
Imelda, Affad Aybe, Asan and Emier now properly receives their Difficulty Bonus
Added Crushing Wave for Koruzha da Samuro
??? level increased to 25 from 10
New character : Assar Aybe
Tracey's Armory is now selling items
Mission 3 is now available

Re-order the chapter so cache loader goes first
Fixed Asan and Emier not having proper cleaving attack bonus

Raises level cap to 25
Player now don't lose their level progress
New shop
Increase basic ability levels
Improvement to the Camp

A new, more refreshing camp
Addressed the annoying issue of camera lock and pause

Addresses most of the camp, first and second mission issues
Reduces the difficulty of the first mission significantly, I might increase it if it's TOO EASY. It was QUITE HARD before the update.
You don't have to retry all chapter due to a sudden update anymore, all progress from previous versions are preserved thanks to the "RESTORE" mechanic
Tome has been made more expensive, but they are preserved between heroes (they already did, but I never write them before in the feature list, hehehe)
Changed some loading screens and new UI


INFORMATION :

This map is open source. You may modify and re-upload it. I appreciate getting some credits for the work, however. For the map concept, I took it from Samurai Warrior 2 for the most part, but the story is mine.


more-map-png.290508
Contents

Blackest Nightmare : Chapter One (Campaign)

Reviews
deepstrasz
You should have a loading screen so it won't look like a melee map is being loaded. This map is in need of heavy polishing, actually development. Awaiting Update. =========================================================== Always check/recheck...
deepstrasz
I didn't think of doing one, so I have none. First one. Certainly not needed since the camera is locked and you could only look at the minimap while using F10/game pause anyway. What's on the screen is just useless. Let's be real here, there's no...
deepstrasz
Weird, upon restoring, I had level 10. After I exited and then chose chapter one, I started with level 5... Also, you don't even have to play on all of the map, just reach the shipyard that's in the middle... Sorry Daffa but there's only two...
This campaign won't receive any extra chapters and missions unless I find more interest to work in it, and if it's interesting for people.

EDIT :

I consider future development for the next chapters. They will be separated from this campaign file however, so this file is completed.

EDIT :

Check description for Changelog.
 
Last edited:
Level 12
Joined
Mar 30, 2013
Messages
665
It's a really cool idea!
I love both mission 1 and 2.

The Gameplay is pretty good, should use more interesting spells for the first hero.
Terrain is ok, not good and not too bad.

Still, its quite hard to figure out how to get out of the ''Rest zone'' for each chapter..
And yet the game is not finished, and needs more chapters.
And shouldn't unfinished maps/campaigns be published somewhere else?

Giving a rate of 2.5/5. And Voting for "Awaiting Update".

I may give a more detailed review later.
Good luck! :)
 
It's a really cool idea!
I love both mission 1 and 2.

The Gameplay is pretty good, should use more interesting spells for the first hero.
Terrain is ok, not good and not too bad.

Still, its quite hard to figure out how to get out of the ''Rest zone'' for each chapter..
And yet the game is not finished, and needs more chapters.
And shouldn't unfinished maps/campaigns be published somewhere else?

Giving a rate of 2.5/5. And Voting for "Awaiting Update".

I may give a more detailed review later.
Good luck! :)

Thank you!

I do intend to have more interesting spells, but it gets annoying when you have a bunch of triggers to import between levels back in development time.
It's Blizzard terrains actually :p

The "Camp"? I think I should make the exit zone more obvious then.
Actually, this "chapter" has all the missions it should have. Future chapters are something in my mind, but I have near zero motivation to continue sadly. If this chapter satisfies you, I consider working on future chapters and missions.

Just to avoid confusion, "CHAPTER" I am referring here is a campaign as a whole. In my concept, I have like 8 chapters + 1 Dream chapter planned, with a span of 40 missions in total, each chapter consist of 5 mission, except the first is 2 and the last 3 would have 6 missions. However, those are paper design and far from realization.

EDIT :

An update is planned soon after I'm done with Final Projects for the campus, Finals are over so I started get on it. Here's a rough change :
1. A hotfix attempt to a bug in chapter two with hidden towers.
2. Chapter two now has the troops redistributed between players to help smoothing the troops' movement
(3). Changed the "Camp" load screen
(4). Added "EXIT" sign at camp

If you have played both chapters, which unplayable character you want to become playable in the future?
 
Level 20
Joined
Dec 19, 2013
Messages
1,081
Well what i like about this one is the character selection idea.You know thank god we dont have to be stuck with one dude for the entire game.

There seem to be a "bug".There is no fog of war.
Princes first spell the heal costs just 15 mana and for a spamable 300 hp heal spell thats abit to generous.
Princes bash ability as well seems way to op,in combination with his 100% cleave I mean a 300 splash dmg is way to strong.
Our guard the one whose name starts with K seems to be bugged as well,during my first run in the second chapter instaid of moving with me to the town center he stayed just where we kill the first two raiders but during my second and third run he did.

This seems like a work in progress so i am asuming the lack of cinematics and the bland terrain will be fix in due time,hopefully when you have finished your Finals exams succesfully.

The character selection map is kinda not esthetic i mean its kinda messy.

I am curious about the moral messages we keep getting,is that just for immersion or does it accually makes our units fight better or worst?

Edit:Oh i almost forgot the fixed camera its a NO go for me.I hope you will remove that on the future or make it possible for us to chose.
 
Last edited:
Well what i like about this one is the character selection idea.You know thank god we dont have to be stuck with one dude for the entire game.

There seem to be a "bug".There is no fog of war.
Princes first spell the heal costs just 15 mana and for a spamable 300 hp heal spell thats abit to generous.
Princes bash ability as well seems way to op,in combination with his 100% cleave I mean a 300 splash dmg is way to strong.
Our guard the one whose name starts with K seems to be bugged as well,during my first run in the second chapter instaid of moving with me to the town center he stayed just where we kill the first two raiders but during my second and third run he did.

This seems like a work in progress so i am asuming the lack of cinematics and the bland terrain will be fix in due time,hopefully when you have finished your Finals exams succesfully.

The character selection map is kinda not esthetic i mean its kinda messy.

I am curious about the moral messages we keep getting,is that just for immersion or does it accually makes our units fight better or worst?

Edit:Oh i almost forgot the fixed camera its a NO go for me.I hope you will remove that on the future or make it possible for us to chose.

It was planned.

I intentionally discard fog of war to give an insight of enemy and allies movement. In my game, considering you're stuck with Camera to Hero, you won't be able to verdict your allies movement at all, the least to mitigate this would be to give insight of enemy movement.
Just try it in Master and I like to hear that again :) If it's still OP I will have it nerfed down :)
Tried Chapter Two on Normal or higher yet? These abilities are meant to go help in the long run. I will think of reducing the numbers though.
I am aware of the issue and still investigating the matter.

Well, lack of cinematic is kind of due to my weak side with aesthetic. Terrain is honorably "stolen" from Blizzard. For most part this "CHAPTER" is finished, except the inputs are to be considered for future "CHAPTER"s.

I am aware of it, I will rework it in the future. For now I hope you can live with it. I myself aware it's not the best (in fact one of the worst I know and my skills are quite limited).

Tried checking allies Hit Point? You should be able to notice it in the second chapter especially between early part of the chapter and the later part of the chapter. Perhaps I should make it more noticeable...

I knew people will get displeased with the camera somewhat. I'll consider choosing as option in mind.
 
Level 20
Joined
Dec 19, 2013
Messages
1,081
I tried it on normal,I failed the first two times doe :p.Maybe you might need to hold down on those ability nerfs for a second.
Oh so sniping enemy heros=more strong allias.Thats neat.
 
I tried it on normal,I failed the first two times doe :p.Maybe you might need to hold down on those ability nerfs for a second.
Oh so sniping enemy heros=more strong allias.Thats neat.
Hehehe. I also have something that is indirectly hidden as a feature in regard to the heroes, but I will make it more visible in the next update for everyone to maximize.
Yes, sniping heroes are the easiest way to keep your "dumb" allies alive. But letting them surrounded by minions will spell their death sooner than later. Rushing to enemies is also not a really wise idea, especially if you lack proper health and damage to deal with surrounds. Ranged heroes have a tendency to die in surrounds and melee tend to suffer against heroes (moreover ranged ones).
 
Level 20
Joined
Dec 19, 2013
Messages
1,081
Welp second chapter it was not that hard (After i got the hang of it) that aura the blood elf dude offers is really nice on dealing with the barbarians.
 
Level 12
Joined
Mar 30, 2013
Messages
665
Good to know that you updated the camp!

And yes, i hope you can make more chapters!
btw, motivation is a thing you get by us (players).
Like i when i made Dael'Barun World Defence. Someone told me if theres going to be a second part, and i said its not an idea that i will do. But then he said he would love to see it..
That was in 2015. Now in 2017 im still working on it.... Simple, i'm making a huge map that takes years, because i really like it when people are enjoying my games!

Hope this helps you a bit. :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
You should have a loading screen so it won't look like a melee map is being loaded.

1. The first map looks as if almost in pre-alpha state. The terrain is heavily lacking and there isn't really any customization there which could not be put in during gameplay.
2. The special item (Crown of Kings) has a broken description.
3. There's nothing to do because of lack of gold expect for choosing a spell in the first go.
4. I suggest not making everybody the same colour if only your hero is yours to control.
5. After loading the second level, I suddenly had Power Tap.
6. Quest requirement error in the log.
7. You should either do or ask someone to do an original terrain for you. Using maps, especially Blizzard ones is quite lazy.
8. ESC pauses the game for some reason. I need ESC to cancel actions. Not only that but there's a delay before you can unpause.
9. It's kind of annoying not being able to see what's going on on the map because of the locked camera. However, I guess the idea is that your perspective is supposed to be there on the field.
10. Spells are pretty much Warcraft III.
11. Some units return to the starting base.
12. Those random messages are pretty useless.
13. "Resistance Army morale is fading" a couple of times and suddenly, victory. Took about 5 or maybe a little more minutes... It's true, I've played it on Easy.
14. Shop item cooldowns are big.
15. Nothing's really happening in the first level. You basically move a little from A to B on a linear path. Where's the story, talk, intrigue?
16. Maps are revealed and on the second one you can see the enemy suddenly appearing on the minimap.
17. Some units look alike like Emier and the prince.
18. Peasants sitting around the Keep for no reason?
19. You can't get through some exit points to help out because of Footmen blocking the way.
20. Reach max level and then what? I guess you go hunting the Samuro guy through hordes of incoming units?
21. Because there are more than 100 units for one player, the red AI staggers.
22. Morale's fading but Affad gives thanks and informs that without us they would not have survived.
23. You can reach the settlement while the prince is fighting the Wolf Rider and the discussion still is on :D
24. Units suddenly appearing even buildings when that Affad gets northwest.
25. It's a bit random. You have to help this Affad but what if the prince gets killed meanwhile?
26. Units just get cluttered and the prince might get in between them.
27. Units become invulnerable while still the game runs and the orcs can't do anything about it.

This map is in need of heavy polishing, actually development.

Awaiting Update.

===========================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 
You should have a loading screen so it won't look like a melee map is being loaded.

1. The first map looks as if almost in pre-alpha state. The terrain is heavily lacking and there isn't really any customization there which could not be put in during gameplay.
2. The special item (Crown of Kings) has a broken description.
3. There's nothing to do because of lack of gold expect for choosing a spell in the first go.
4. I suggest not making everybody the same colour if only your hero is yours to control.
5. After loading the second level, I suddenly had Power Tap.
6. Quest requirement error in the log.
7. You should either do or ask someone to do an original terrain for you. Using maps, especially Blizzard ones is quite lazy.
8. ESC pauses the game for some reason. I need ESC to cancel actions. Not only that but there's a delay before you can unpause.
9. It's kind of annoying not being able to see what's going on on the map because of the locked camera. However, I guess the idea is that your perspective is supposed to be there on the field.
10. Spells are pretty much Warcraft III.
11. Some units return to the starting base.
12. Those random messages are pretty useless.
13. "Resistance Army morale is fading" a couple of times and suddenly, victory. Took about 5 or maybe a little more minutes... It's true, I've played it on Easy.
14. Shop item cooldowns are big.
15. Nothing's really happening in the first level. You basically move a little from A to B on a linear path. Where's the story, talk, intrigue?
16. Maps are revealed and on the second one you can see the enemy suddenly appearing on the minimap.
17. Some units look alike like Emier and the prince.
18. Peasants sitting around the Keep for no reason?
19. You can't get through some exit points to help out because of Footmen blocking the way.
20. Reach max level and then what? I guess you go hunting the Samuro guy through hordes of incoming units?
21. Because there are more than 100 units for one player, the red AI staggers.
22. Morale's fading but Affad gives thanks and informs that without us they would not have survived.
23. You can reach the settlement while the prince is fighting the Wolf Rider and the discussion still is on :D
24. Units suddenly appearing even buildings when that Affad gets northwest.
25. It's a bit random. You have to help this Affad but what if the prince gets killed meanwhile?
26. Units just get cluttered and the prince might get in between them.
27. Units become invulnerable while still the game runs and the orcs can't do anything about it.

This map is in need of heavy polishing, actually development.

Awaiting Update.

===========================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!

Alright, I expect this rain coming :D

1. And there's the terrainer problem I have. I will have it fixed when I get one.
2. I addressed that in the newer version today.
3. Intentional to start with zero gold and slow progress of money, this is relevant with difficulty
4. Hmm... I want you to have easier time differentiating Player Forces, Allied Forces and Enemy Forces. Maybe I should pick another color, but I'll think for now.
5. Hmm... That's odd. I recall you get jumped into the camp first before get into the next level. Mind if I ask a screenshot?
6. Which chapter?
7. Refer to point 1.
8. I intend to have a way for player to "PAUSE" and view the armies and position of key units in both chapters. I'll think of something else.
9. Yes. And to be blunt, this was based on something else.
10. I haven't get around much for "unique" spells. I tried making some different ones like the tricky Power Tap and the destructive Meteor.
11. Chapter?
12. They might look random... Try checking allies and enemy HP between the messages.
13. The victory condition and morale are not relevant to each other. You can have even a very low morale and win, as long as the mission requirement is fulfilled.
14. I think I should add more conversation there...
15. Addressed and hopefully all fixed in the newer version.
16. That was intentional.
17. I am still considering for more suitable models for some of the heroes.
18. I think I need more peasants to make it more like "Village panicking and going battle"
19. I have addressed this issue
20. You actually can go from the northern part and avoid the horde
21. I have mostly address this issue in the next update
22. Similar to point 13.
23. I won't let that though :p In higher difficulties a simple beast can be enough to route a hero
24. Intentional. They are reinforcement for the player to actually able beat the chapter
25. You lose if either Affad or Prince or 4 Captains in the main camp died. I tried most of the time that I manage to get Affad there and have the Prince survive. It's about going as fast as possible, oh and kill all the units in the way, they slow down his advance and can kill Affad quickly.
26. Maybe I should mess with collision... or maybe making them smaller...
27. Only your hero does, unless I've done something terribly wrong. You're invulnerable when the game condition for victory is met. Let's say : free kill time.

EDIT :

Update is here. A developer tip :
DO NOT UPDATE BEFORE BUYING TOMES AS MUCH AS YOU CAN :D
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
Mind if I ask a screenshot?
I didn't think of doing one, so I have none.
6. Which chapter?
First one.
8. I intend to have a way for player to "PAUSE" and view the armies and position of key units in both chapters. I'll think of something else.
Certainly not needed since the camera is locked and you could only look at the minimap while using F10/game pause anyway. What's on the screen is just useless. Let's be real here, there's no strategy. You're one guy who attacks and attacks and runs from one place to another like crazy.
11. Chapter?
First chapter. Happened after we reached the middle.
12. They might look random... Try checking allies and enemy HP between the messages.
Do they get handicap? That's neat. You need a better and less screen killing presentation for it though. Looking for heroes/commander is futile since, yeah, locked camera.
24. Intentional. They are reinforcement for the player to actually able beat the chapter
I know that but it looks... weird.
25. You lose if either Affad or Prince or 4 Captains in the main camp died.
Captains too? Too much not in your control. It's pretty bad when you only have a unit with locked camera. I remember the requirement saying something only about the prince and village leader.

Well, anyways, the whole project still needs polishing, proper terrain, more chapters (it's supposed to be a campaign), better presentation.

Awaiting Update.
 
I didn't think of doing one, so I have none.

First one.

Certainly not needed since the camera is locked and you could only look at the minimap while using F10/game pause anyway. What's on the screen is just useless. Let's be real here, there's no strategy. You're one guy who attacks and attacks and runs from one place to another like crazy.

First chapter. Happened after we reached the middle.

Do they get handicap? That's neat. You need a better and less screen killing presentation for it though. Looking for heroes/commander is futile since, yeah, locked camera.

I know that but it looks... weird.

Captains too? Too much not in your control. It's pretty bad when you only have a unit with locked camera. I remember the requirement saying something only about the prince and village leader.

Well, anyways, the whole project still needs polishing, proper terrain, more chapters (it's supposed to be a campaign), better presentation.

Awaiting Update.
Okay then, it might be a while before I can pinpoint that issue.

Will check chapter one Quest then.

To be plain honest, yes. But at least you know if it's necessary to rescue or not rescue someone (as they can be struggling and apparently holding well on it's own)

I have taken note of it, but haven't work on the matter yet.

I'll try thinking of something else.

Hmm... Need to consider something.

Well, the base game I took inspiration did the very same thing sadly :(
If I don't hide them, people can just smack the enemy before they actually "attack" and make them attack early will cause panic to player when he realize the conditions he's up against

Rarely get 4 captains killed though, as at the very least the southwest or the northwest holds up pretty well in line. I havent' completely reflected it in the log but hinted the matter "Maramis dies or Affad Aybe dies or Razhan Village falls."
If it's too difficulty, I consider switching to that Keep destroyed.

Anything but more mission for this one, I intend for this "chapter" to represent the basic of the gameplay and not with so many unique complications to deal with, and they're quite complicated already. This meant to be like Tutorial Campaign of Warcraft 3, with only 2 chapters for it. I will work on the terrain matter.
 
After some inputs from the Reviewer @deepstrasz and friends from Discord channel (alright, shameless promotion : be sure to join for early access!) there have been some changes to the game mechanic. As starters, I can say there won't be anymore lousy camera lock. Pause is also disabled in regard to this.
I will launch the update once there's no major issue left in this soon to enter update.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
Weird, upon restoring, I had level 10. After I exited and then chose chapter one, I started with level 5...
Also, you don't even have to play on all of the map, just reach the shipyard that's in the middle...

Sorry Daffa but there's only two chapters. The game is repetitive and doesn't seem to go anywhere. You better put this in development until you at least add more chapters. There's Warcraft material all over.

Set to Substandard.
 
Weird, upon restoring, I had level 10. After I exited and then chose chapter one, I started with level 5...
Also, you don't even have to play on all of the map, just reach the shipyard that's in the middle...

Sorry Daffa but there's only two chapters. The game is repetitive and doesn't seem to go anywhere. You better put this in development until you at least add more chapters. There's Warcraft material all over.

Set to Substandard.

The restore will restore data from the older version, depends on where you finish the game last time.

Well, I guess it can stay here. Just gotta proceed with next chapters anyway.
 
A major balance patch has been released! Multiple issues that come with 1.5 has been sorted.

CHANGES:
Fixed a major bug with Assar Aybe not selectable
Fixed a bug with Assar Aybe not moving in Mission Three
Fixed Assar Aybe's passive icon using active one
Assar Aybe's ultimate radius reduced from 1200 to 800
Assar Aybe's ultimate meteor increased from 5 to 10
Bolt of Fire's damage increased from 300/600/900/900/900/900 to 300/600/900/1200/1500/1800
Assar Aybe's Blastwave max damage multiplied by 10
Assar Aybe's Blastwave damage multiplied by 2
Assar Aybe's Blastwave cast range increased from 600 to 800 (same as first 3 level of Bolt of Fire)
Fixed Mission Three's description
Fixed Mission Three's bounty not enabled
Fixed Meteor not giving bounty properly on hero kills
Fixed Special Item Shop item positions
Added Hood of Cunning to Tracey's Armory
Assar Aybe's Blastwave mana cost reduced from 110/110/90/80/70/60 to 100/90/80/70/60/50
Fixed a bug with allied items being visible in Mission One and Mission Two
Added two footmen to the left side of shipyard at Mission One
 
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