• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Everglade

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Everglade (by Imago_)


everglade_splash_725x330-png.274333

Map Info – welcome to everglade

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

This release contents a new dungeon with bosses, new music and sounds, additional difficulties to select, a lot of bug fixings and more (compared to the game development process).
You can complete the map however I planned some additional content that may follow.
The map is best played with 2 players. I'll add some missing descriptions to this post later.

#Plot: You start your journey in a little village called Everglade beneath the woods.
As you have chosen your hero you'll get directed by your village commander to help those that are in need for it.
Unfortunately you will learn soon enough that behind the surface of that sleepy village there's a lot of pain and suffering.
An evil curse is spreading and it's in your hand if all or only the thoughest of these villagers will survive or fall to dust.


xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Features – a quick overview



01-Terrain.png
A beautiful designed Terrain
Enjoy the atmosphere and area as every corner was designed with love.
We set camera panning for different areas – each in its own angle, too.


02-Custom-Map.png
Customised Map
Customised stats, models, skins, music, spells, sounds and much more.
It contains everything that was needed to create an exciting RPG area with a tad of creepyness.


03-Multi.png
Multiplayer Mode
Grab a friend and get some snacks! This adventure RPG is for up to 2P.
You can still manage it without backup by choosing a fitting difficulty.


04-Difficulty.png
Difficulty Selection
Choose if you want to play (very) easy, normal or (very) hard and with up to 10 lifes.
The harder the difficulty the more creeps may lurk around unseen.


05-Gameplay.png
Scripted Gameplay Events
Beware of falling rocks, poison, storms, crushing thunder and much more
environmental improvements to maximize your gameplay feeling.


06-Spells.png
Scripted Spells
Your heroes spells fit a certain set of skills so they work well combined.
Each adventurer has its own kit – make sure to find out your favourite.


07-Boss.png
Scripted Bossfights
As the heroes each Boss has its own pattern of actions and appearance.
You should rather fight wisely because else your journey may end deadly.


10-Talents.png
Talents and Trees
Choose your talent tree and improve as you want to.
Each hero has 3 different trees to choose.


11-Gold.png
Golddrop and Pick-up-System
Treasures, corpses (you can loot them) and more may drop a pile of gold.
Getting in range of a pile of gold is enough to auto pick up the money.


12-Quests.png
Quests and Sidequests
There are plenty of people in aid out there waiting for a helping hand.
If you think you may have missed a quest check the Quest Log down here.


Heroes – to be written

Lorem impsum dolor sit amet.
Lorem impsum dolor sit amet.
Lorem impsum dolor sit amet.

Screenshots – because a picture is worth a thousand words

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*

*


teaser-jpg.274351

01-jpg.274334

02-jpg.274335

04-jpg.274337

05-jpg.274338

06-jpg.274339

07-jpg.274340

08-jpg.274341

09-jpg.274342

10-jpg.274343

11-jpg.274344

12-jpg.274345

13-jpg.274346

14-jpg.274347

16-jpg.274349

17-jpg.274350


Recorded scenes– because a video is worth a thousand pictures



Quest Log – to be written

Main Quest:
  1. Title: Description
  2. Title: Description
  3. Title: Description
  4. Title: Description
  5. Title: Description
Accessable with Lvl.1
  • Title: Description
  • Title: Description
  • Title: Description
  • Title: Description
  • Title: Description
Accessable with Lvl.5
  • Title: Description
  • Title: Description
  • Title: Description
  • Title: Description
  • Title: Description
Accessable with Lvl.10
  • Title: Description
  • Title: Description
  • Title: Description
Accessable with Lvl.15
  • Title: Description
  • Title: Description
  • Title: Description


Credits

Models/Skins
Icons
Music/Sounds

Other
  • Lockheart (Loading Screen, Graphics, Description, Testing Dummy)

DOWNLOAD HERE

Your feedback is approved. I hope you'll have fun.
Contents

Everglade (Map)

Reviews
Jumbo
UPDATE: Okay so I tried a full playthrough now on normal with 20 lives. I was archer, my (random player on battlenet) ally was a swordsman. We both went for damage dealer specs and I had snake birthsign, he dragon. Review: The map has an amazing...
Level 14
Joined
Jun 15, 2016
Messages
749
Great map, I really wait for more boss battles, items and features on next versions. This map really feels like action RPG and can possibly add more chapters (and seriously, it's not half-bad compared to Diablo III Warcraft).
 
Level 1
Joined
Nov 2, 2017
Messages
1
This is nice map to kill some time. I like the class system and how the attributes work. The only character i have tested is warrior with fighter specialization and i managed to encountered something that can destroy your run. I used penta strike against vampire and managed to kill him. Then i saw that there were no more enemies to use penta strike again so i got stuck within the platform / circle of rubble and skulls that vampire stand in. Otherwise i dont have anything negative to say but players own greed/ stupidity can get them perma stuck at this one point in the map. Great job and hopefully you can remedy this!;) Would haved loved to see the rest with the first playthrough. :xxd: I do understand too that this was more of a self-made problem soooo... no hard feelings if you wont do anything about this. :hohum:
 

Attachments

  • Stuck.png
    Stuck.png
    3.4 MB · Views: 425
Level 2
Joined
Jul 7, 2016
Messages
10
It is a beautiful map as far as looks go. It is a fluid combat system one recommendation maybe have the guards do something and not stand around, before I had the gold to buy items I easily ran out of mana and had to run back away thinking they had a certain aggro range and ended up with 6-7 mobs chasing me in to town. So have a certain aggro range on the mobs and maybe have the guards do something. I see all these people standing their with weapons and not using them.
 
Level 2
Joined
Apr 23, 2013
Messages
12
The concept is nice, but the map is boring. Content is repetitive, and the final boss is plain dumb. I played a marksman(?), and the boss just teleported to me, stunned me and nuked my arse, almost oneshotting me. Thats not a fun mechanic. I know there is an item that blocks spells, but how am I supposed to know i need it?
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
UPDATE: Okay so I tried a full playthrough now on normal with 20 lives. I was archer, my (random player on battlenet) ally was a swordsman. We both went for damage dealer specs and I had snake birthsign, he dragon.

Review:

The map has an amazing atmosphere and great choice of sound and music (Ahh that Wow Cataclysm music :) ) with varied environments and - somewhat limited - tactical boss fights. It allows a significant amount of customization to your character and this really affects how capable you are of completing the missions the Commander npc sends you on. The ambush-like nature of environments and their encounters is something very nice and unique in Warcraft 3. Out of 20 starting lives we were down to 12-13 at map completion as completely new players to the map. This suggests a pretty decent balance in my opinion. The main quest felt a bit too short, but I suppose this is an early release at this point.



Bugs/flaws:
-Shimmerweed quest received from Village elder doesn't complete in questlog - all other quests work flawlessly.
-Collision is a bit of an issue at times. You can get blocked by quest escort-npcs.
-Collision between heroes is also annoying on bridges. In my opinion heroes should be able to move past each other at all times, even if monster collision is still a thing.
-The story is very bland. The elements are there: Leading you from A to B and so on. This core is fine, but the dialogue itself could be better. I suggest you either hire a story artist or spend a lot of time writing lore/story by yourself if you feel inspired. At the moment it feels a little too generic for anyone to care about it.



Suggestions:
It is clear that you have spent countless hours working on this, putting together the custom doodad materials to craft some gorgeous buildings, ruins and bridges along with nice fog effects for a dramatic mountains feel. Therefore these suggestions are only my own preferences and not necessarily objectively improvements:
- I personally like an ORPG system better than railroaded RPG. In the future this map could become one of the best ORPGs if you made it more open, with larger areas, with save/load (persistent characters) and perhaps player cap raised to 4. The main quest could still be there along with the other quests. Perhaps this could actually be done in a Diablo 2-esque way.
-obviously item attachment models would be nice and items restricted based on class. It seemed kinda odd to have my archer use dual blades as his only weapon. You have been using standard WC3 item system here, which is fine, but I am a huge fan of item attachment and "realistic" item systems in WC3 rpgs.
-maybe add a few more spells to each class at high lvl. Sharpshooter was more or less pure dps, so maybe add a utility spell at the end.
-Make boss fights more interesting. Add more well defined phases. As it is now, at times the difference between dealing the death blow or dying yourself feels a tad too random at bosses.
-If at all possible a different smoother way of moving around would be amazing. Something like holding down the mouse button to move towards cursor. I don't know if it is possible with any of the WC3 custom editor tools found here on the Hiveworkshop.



Conclusion:
Brilliant and well-crafted map. Better than most maps out there - rpg or otherwise - and yet it is a bit on the short side. It is a map with limitless potential and with patience and the right story it could become the best Diablo 2-esque RPG in WC3 and one of the best RPGs overall. If you add more content, improve the story and/or consider any of my suggestions, I would rate it 5/5, but for now it's going to be:

4/5
 
Last edited:
Level 23
Joined
Jul 26, 2008
Messages
1,317
Hihi,

The map is really really good! :)

I was a mage, and when i chose my talent (the class spec, i chose "healer/cleric) it killed me, and removed all my spells.

The only things i did that could have caused it (assuming its not just a bug that does that all the time) is:
A) I bought a battlestaff rare item (just the recipe, not the quarterstaff/bigmace requirements)
and
B) I turned in the class quest (to the Paladin) BEFORE i chose the specialty

Anyways, it was a fantastic map, was a ton of fun :)
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,802
Credits are mandatory in the thread description. That includes: models, skins, icons, sounds, music etc.
The LoaP tag doesn't really fit.

1. There's scarce information in the Quest Log.
2. So, what's the use of just being able to see the attributes on heroes and not their spells?
3. Q hotkey for Open chest?
4. Because the map is already discovered or has fog of war, it's hard to know where you were and not on the minimap.
5. Backpack for more than 6 items slot inventory?
6. Too bad there's no story but pretext.
7. The Gravekeeper's "hahahaha" could be heard during gameplay without the need of interruption/cinematic mode as it's heard during the fight.
8. Food looks like the sign for the accept/finish quest but the description is unchanged.
9. Health and Mana Globes only taken when not at full HP/mana?
10. Does the Ghost give its quest only to some classes? Played Warrior->Paladin.
11. After entering the monastery (last quest) the guardian angel just froze at the entrance. Getting back out doesn't wake him up either. Yay! Finally after getting to the southeast past those spike traps, the angel finally came.
12. Gold might remain where Vampires die and it cannot be picked due to doodads and pathing blockers.
13. Guards don't care about creeps getting in :D

Pretty much Diablo III+WoW+DotA and more. Good job mixing trends.
There's definitely replay value.

Awaiting Update.

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

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

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

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!
 
Last edited:
Level 10
Joined
Jul 5, 2012
Messages
230
Hi guys! "Long time no see."

First of all: Let me thank you kindly for your highly approved feedback! I will make sure to answer properly to all of your opinions in time.

For now I just wanted to drop that it's my fault we forgot about the credits this time. If you check on imago_'s other maps you will see we always made sure to make them pop out as we really appreciate the work of all those people creating doodads & co. I know it's taking a lot of time for every individual icon, skin, model and so on. So - this time I simply forgot about posting the credits table. Sorry about that. I will add a full list of credits as soon as possible. :]

The problem with the change log is that imago isn't keeping track of his changings for me. Yet I might create some content. Oh and I just thought the same about the loap tag - I removed it already.

I just haven't been online much lately.

#edit: Done already with the changings of the description. Phew!
 
Last edited:
Level 10
Joined
Jul 5, 2012
Messages
230
Haha. Funny stuff, that account named @Blizzard Entertainment! I thought at first you'd be pointing to the company's site :p
Did @Lockheart actually compose some music and/or made sounds for this project? If not, please write proper credits.

Approved.

Haha, to be honest - I thought exactly the same when I read "Blizzard Entertainment". A tricky user name isn't it? On top it is true that I support very versatile support.
So the creditlist should be totally complete now but if anyone else feels left out I advice her or him to PM me or imago. I'm just a human after all. :}

Oh - and thanks for reacting so very fast deepstrasz!
 
Level 10
Joined
Jul 5, 2012
Messages
230
For me it was a clearly "yes". So. Yes. :]

However, those are not made to be shared with the hiveworkshops users but only due to imago_'s maps exclusively. (I hope the grammar is fine. I just woke up.)

Btw. this is the first time I recognized you, too, are very versatile as I just read through your signature. Cheers therefor! I like the eastern influences that you meantion. Especially Nobuo Uematsu from the FF series or Yoshihiro Sakaguchi from Capcom. If you want to share opinions or keep talking about this enjoyable topic I would suggest to choose another place to talk about as the everglade topic. Feel free to message me directly.

I suppose I might just start with creating the content for the hero descprition right now. Somehow talking about music got me in the right mood for creating something. Lol.

Suppose it's time to give you a fair answer to your feedback Jumbo! Let's go for it. :]

The map has an amazing atmosphere and great choice of sound and music (Ahh that Wow Cataclysm music :) ) with varied environments and - somewhat limited - tactical boss fights. It allows a significant amount of customization to your character and this really affects how capable you are of completing the missions the Commander npc sends you on. The ambush-like nature of environments and their encounters is something very nice and unique in Warcraft 3. Out of 20 starting lives we were down to 12-13 at map completion as completely new players to the map. This suggests a pretty decent balance in my opinion. The main quest felt a bit too short, but I suppose this is an early release at this point.
Big thanks. It's (nearly) all imago_'s work. I, too, really love the ambush-event of the mobs. During beta phase they only occured on harder difficulties. Yet they were so much fun for us that we let them appear on every difficulty. Nice to see that you like the cataclysm music, too!!

Shimmerweed quest received from Village elder doesn't complete in questlog - all other quests work flawlessly.
Fixed, yet not in the current released version.

Collision is a bit of an issue at times. You can get blocked by quest escort-npcs.
That might be true, yet it's rather easy to avoid this situation once you got used to the map. Maybe there will be some changes comming yet there are even more things to be done with a much bigger impact than this as it's not like there were much escort-quests anyway.

Collision between heroes is also annoying on bridges. In my opinion heroes should be able to move past each other at all times, even if monster collision is still a thing.
Well, that really wouldn't hurt. As I said above the two of us got that much used to the map that it's never happening to be annoying but I really get what you say. Especially for new players.

The story is very bland. The elements are there: Leading you from A to B and so on. This core is fine, but the dialogue itself could be better. I suggest you either hire a story artist or spend a lot of time writing lore/story by yourself if you feel inspired. At the moment it feels a little too generic for anyone to care about it.
You don't think this is the most fascinating story ever? JK. Lol. We know that already, obviously. Yet when a map is getting mapped you can't focus on everything at the same time. Consider how much time it took for imago_ to create such a detailed and living atmosphere allover the areas. Consider the amount of heroes, of spells, of events and systems. It's consuming a massive amount of time. Thats why the story is kinda lacking at the moment. As we are aware of that, we are thankful for opinions, feedback and suggestions. The story will surely be improved, yet I can't tell when this part will be finished.

It is clear that you have spent countless hours working on this, putting together the custom doodad materials to craft some gorgeous buildings, ruins and bridges along with nice fog effects for a dramatic mountains feel. Therefore these suggestions are only my own preferences and not necessarily objectively improvements.
Big thanks for that. :]

I personally like an ORPG system better than railroaded RPG. In the future this map could become one of the best ORPGs if you made it more open, with larger areas, with save/load (persistent characters) and perhaps player cap raised to 4. The main quest could still be there along with the other quests. Perhaps this could actually be done in a Diablo 2-esque way.
I can understand your wish for an ORPG as they might be fun for a bigger group of players. Sure. But if we wanted to create ORPG's we would have done. The reason why all of imago_'s maps are made for only up to 2 players is because the hiveworkshop has nearly no great 2P RPGs at all in my humble opinion. Or at least very, very few. Mostly with a very reduced look and feel. 2P RPGs are kinda the only maps I play (unlike imago_ playing like very wc3 map. lol). Since we wanted to play a nice 2P RPG together, imago_ started creating warcraft maps at all. This started a few years ago now and this has been the motivation behind all of his maps. Maybe someday he will get in the mood to create an ORPG as users asked really often 'bout that but for now we are focusing on 2P RPGs only. They are ment to be played best the really oldschool way. With a rl friend at a LAN over the weekend, not with 8 randoms from all over the world. (As I said, I know this can be fun - but that's not what we wanted. That's not our goal.)

obviously item attachment models would be nice and items restricted based on class. It seemed kinda odd to have my archer use dual blades as his only weapon. You have been using standard WC3 item system here, which is fine, but I am a huge fan of item attachment and "realistic" item systems in WC3 rpgs.
I, too, am a fan of this. Yet there we get back to the topic of effort. This might follow in a later update, but there are still more important things to be done. As for now it's planned that every area has it's own dungeon. To achieve this there needs to be mapped around 2-3 further dungeons and with that comes balancing, creating units, bosses, further spells, quests, and, and, and. As we think this will be much more fun to play, other "nice to have"-things will have to wait. Sadly! But if I'd ask you: What would you wish for the most in the upcomming version I suppose it would be "more content/dungeons/gameplay" over this. At least I hope so. :'D And don't forget with every new system and content there's a bigger chance of leaks or bugs sneaking in.

maybe add a few more spells to each class at high lvl. Sharpshooter was more or less pure dps, so maybe add a utility spell at the end.
That's because this is how sharshooter was supposed to be. He is highly item and stat depending unlike mage class. Imago might consider this, yet there are clearly some heroes with a good hand full of spells already so that you can throw spells like nonstop. For that I would advice you the mentioned intelligence class. It's a big fun nuking all mobs at once.

Make boss fights more interesting. Add more well defined phases. As it is now, at times the difference between dealing the death blow or dying yourself feels a tad too random at bosses.
Definitly planned and will happen. To be precise, they all have some kind of phases already - yet they are not all working totally. There will be some improvements for sure. Feel free to give us some input for further, completely new phases if you got some on your mind.

If at all possible a different smoother way of moving around would be amazing. Something like holding down the mouse button to move towards cursor. I don't know if it is possible with any of the WC3 custom editor tools found here on the Hiveworkshop.
Tbh I don't know it myself. Of course this would be kinda neet, but I'm not sure if this is needed at all. Players shouldn't be all to lazy. Get some muscles for your clicking fingers. ;]

Brilliant and well-crafted map. Better than most maps out there - rpg or otherwise - and yet it is a bit on the short side. It is a map with limitless potential and with patience and the right story it could become the best Diablo 2-esque RPG in WC3 and one of the best RPGs overall. If you add more content, improve the story and/or consider any of my suggestions, I would rate it 5/5, but for now it's going to be 4/5
Once more a big thanks and in the name of imago_, too. I hope with this post you might get the feeling for what this map is supposed to become and thus your rating might increase to 5/5. Maybe therefor you might want to play it again with a sorcerer class, or together with the creator imago_ or even with me for example. If not - then I suppose the upcomming release will change your rating for sure. At least I hope so. ;]

Up until then have a nice time and feel free to post an answer or further input if you feel up to it! It's really appreciated.
 
Last edited:
Level 10
Joined
Jul 5, 2012
Messages
230
Suppose it's time to give you a fair answer to your feedback Jumbo! Let's go for it. :]

The map has an amazing atmosphere and great choice of sound and music (Ahh that Wow Cataclysm music :) ) with varied environments and - somewhat limited - tactical boss fights. It allows a significant amount of customization to your character and this really affects how capable you are of completing the missions the Commander npc sends you on. The ambush-like nature of environments and their encounters is something very nice and unique in Warcraft 3. Out of 20 starting lives we were down to 12-13 at map completion as completely new players to the map. This suggests a pretty decent balance in my opinion. The main quest felt a bit too short, but I suppose this is an early release at this point.
Big thanks. It's (nearly) all imago_'s work. I, too, really love the ambush-event of the mobs. During beta phase they only occured on harder difficulties. Yet they were so much fun for us that we let them appear on every difficulty. Nice to see that you like the cataclysm music, too!!

Shimmerweed quest received from Village elder doesn't complete in questlog - all other quests work flawlessly.
Fixed, yet not in the current released version.

Collision is a bit of an issue at times. You can get blocked by quest escort-npcs.
That might be true, yet it's rather easy to avoid this situation once you got used to the map. Maybe there will be some changes comming yet there are even more things to be done with a much bigger impact than this as it's not like there were much escort-quests anyway.

Collision between heroes is also annoying on bridges. In my opinion heroes should be able to move past each other at all times, even if monster collision is still a thing.
Well, that really wouldn't hurt. As I said above the two of us got that much used to the map that it's never happening to be annoying but I really get what you say. Especially for new players.

The story is very bland. The elements are there: Leading you from A to B and so on. This core is fine, but the dialogue itself could be better. I suggest you either hire a story artist or spend a lot of time writing lore/story by yourself if you feel inspired. At the moment it feels a little too generic for anyone to care about it.
You don't think this is the most fascinating story ever? JK. Lol. We know that already, obviously. Yet when a map is getting mapped you can't focus on everything at the same time. Consider how much time it took for imago_ to create such a detailed and living atmosphere allover the areas. Consider the amount of heroes, of spells, of events and systems. It's consuming a massive amount of time. Thats why the story is kinda lacking at the moment. As we are aware of that, we are thankful for opinions, feedback and suggestions. The story will surely be improved, yet I can't tell when this part will be finished.

It is clear that you have spent countless hours working on this, putting together the custom doodad materials to craft some gorgeous buildings, ruins and bridges along with nice fog effects for a dramatic mountains feel. Therefore these suggestions are only my own preferences and not necessarily objectively improvements.
Big thanks for that. :]

I personally like an ORPG system better than railroaded RPG. In the future this map could become one of the best ORPGs if you made it more open, with larger areas, with save/load (persistent characters) and perhaps player cap raised to 4. The main quest could still be there along with the other quests. Perhaps this could actually be done in a Diablo 2-esque way.
I can understand your wish for an ORPG as they might be fun for a bigger group of players. Sure. But if we wanted to create ORPG's we would have done. The reason why all of imago_'s maps are made for only up to 2 players is because the hiveworkshop has nearly no great 2P RPGs at all in my humble opinion. Or at least very, very few. Mostly with a very reduced look and feel. 2P RPGs are kinda the only maps I play (unlike imago_ playing like very wc3 map. lol). Since we wanted to play a nice 2P RPG together, imago_ started creating warcraft maps at all. This started a few years ago now and this has been the motivation behind all of his maps. Maybe someday he will get in the mood to create an ORPG as users asked really often 'bout that but for now we are focusing on 2P RPGs only. They are ment to be played best the really oldschool way. With a rl friend at a LAN over the weekend, not with 8 randoms from all over the world. (As I said, I know this can be fun - but that's not what we wanted. That's not our goal.)

obviously item attachment models would be nice and items restricted based on class. It seemed kinda odd to have my archer use dual blades as his only weapon. You have been using standard WC3 item system here, which is fine, but I am a huge fan of item attachment and "realistic" item systems in WC3 rpgs.
I, too, am a fan of this. Yet there we get back to the topic of effort. This might follow in a later update, but there are still more important things to be done. As for now it's planned that every area has it's own dungeon. To achieve this there needs to be mapped around 2-3 further dungeons and with that comes balancing, creating units, bosses, further spells, quests, and, and, and. As we think this will be much more fun to play, other "nice to have"-things will have to wait. Sadly! But if I'd ask you: What would you wish for the most in the upcomming version I suppose it would be "more content/dungeons/gameplay" over this. At least I hope so. :'D And don't forget with every new system and content there's a bigger chance of leaks or bugs sneaking in.

maybe add a few more spells to each class at high lvl. Sharpshooter was more or less pure dps, so maybe add a utility spell at the end.
That's because this is how sharshooter was supposed to be. He is highly item and stat depending unlike mage class. Imago might consider this, yet there are clearly some heroes with a good hand full of spells already so that you can throw spells like nonstop. For that I would advice you the mentioned intelligence class. It's a big fun nuking all mobs at once.

Make boss fights more interesting. Add more well defined phases. As it is now, at times the difference between dealing the death blow or dying yourself feels a tad too random at bosses.
Definitly planned and will happen. To be precise, they all have some kind of phases already - yet they are not all working totally. There will be some improvements for sure. Feel free to give us some input for further, completely new phases if you got some on your mind.

If at all possible a different smoother way of moving around would be amazing. Something like holding down the mouse button to move towards cursor. I don't know if it is possible with any of the WC3 custom editor tools found here on the Hiveworkshop.
Tbh I don't know it myself. Of course this would be kinda neet, but I'm not sure if this is needed at all. Players shouldn't be all to lazy. Get some muscles for your clicking fingers. ;]

Brilliant and well-crafted map. Better than most maps out there - rpg or otherwise - and yet it is a bit on the short side. It is a map with limitless potential and with patience and the right story it could become the best Diablo 2-esque RPG in WC3 and one of the best RPGs overall. If you add more content, improve the story and/or consider any of my suggestions, I would rate it 5/5, but for now it's going to be 4/5
Once more a big thanks and in the name of imago_, too. I hope with this post you might get the feeling for what this map is supposed to become and thus your rating might increase to 5/5. Maybe therefor you might want to play it again with a sorcerer class, or together with the creator imago_ or even with me for example. If not - then I suppose the upcomming release will change your rating for sure. At least I hope so. ;]

Up until then have a nice time and feel free to post an answer or further input if you feel up to it! It's really appreciated.
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
Thanks for answering my points @Lockheart
I personally think 2p rpgs will never be as succesful as 4p, for instance. Simply because playing with people is fun.

Anyway, I may increase to 5/5 in the future with new fixes and content. But honestly I feel that the ratings here are kinda childish a considerable part of the time. Like people only giving 5, without seriously considering the good and bad points. Many maps here have 4-5 ratings average while they should have 3 or maybe even lower. Your map is a quality map though, so consider 4 a high score from me.
 
Level 4
Joined
Dec 28, 2013
Messages
64
this map is a GREAT addition to my favorites. played this with a friend and had tons of freaking fun! But this is CRIMINALLY SHORT for a diablo-like map, but the idea and how you executed is skillfully done. I hope you'll continue to develop and add more features to this, seriously I can't wait to play more of this map with all the rest of the classes and specs!
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
Finished playing this solo moments ago and I must say it's pretty good especially the terrain. I chose Archer and chose the animal tamer/commander talent (lol, I forgot) and it was enjoyable though its just kinda short (on quests) and some pathing problems inside the Cathedral where my hero wandered aimlessly on the borders of the map but he managed to get back luckily. My hawks also vanished after I got out of the Cathedral only my pet wolf remained and a shade that seems has a quest won't talk to me. Overall, a pretty good map, I enjoyed much.

Edit: It also a backpack system seems a good addition for holding level 1 items for crafting that can sometimes end on the ground.
 
Level 3
Joined
Apr 16, 2018
Messages
69
+ All is nice: classes, their evolution etc, familiar from M&M series, items/recipes
In my opinion:
-lack of description/info of how to become class needed. exam: i want to play summoner, but couldnt find who i have to choose.
 
Level 2
Joined
Feb 27, 2014
Messages
16
Was fun to play, bit short, but very nice hero customization! Also one major bug: the jump from darkhammer, made him jump out of the map, so my friend was lost in the map :p
 
Level 2
Joined
Apr 23, 2013
Messages
12
Level 2
Joined
Aug 31, 2018
Messages
23
This top RPG. i like it. we with my friend finish it on insine difficle.
10/10.

Very good landscape, RPG system, drop item and gold.

upload_2018-9-20_16-34-27.png
 
Level 5
Joined
Sep 16, 2019
Messages
80
Hello there. I played solo with Buzan the fearless and when i got to the priest quest i cleansed the dead bodies and the bottle dissapeared from inventory (it sounded weird to me) and upon my return to claim the reaward he doesnt accept it as finished. I also finished the gravekeeper quest with the same result.
 
Level 4
Joined
May 29, 2019
Messages
29
The map is honestly impressive, however the bugs are quite irritating and stop you from progressing. Here are some that I have found:

1. On my first run, I could not select a hero, had to restart.

2. If you save and load, all quests and NPC commands in general, become...void. Click them and nothing happens.

Had to lose all progress coz I got stuck on a main quest failing to deliver.

3. Got stuck in river after using the shadowstep ability and had to find some murlocks to dash back through the fence.
 
Level 2
Joined
Jan 7, 2021
Messages
4
In real its the best rpg map i played in WC3,perfect terrian,epic boss fights,nice music and the best of all is the hero skills and models.
 
Level 13
Joined
Jun 22, 2020
Messages
196
Interesting map. With the help of Summoned Units, the game can also be completed on Normal difficulty and higher by 1 player. High quality and highly recommended I would say. There is only one drawback (as with any game) - if you finish it once, every next time it becomes easier. Thanks for sharing and for the wonderful time. No problems on 1.27.
 
Top