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Irmantas quest

Hello again, guys. First of all, sry for my old version. Its been lying almost for 3 years here. There were some silly mistakes. Grammar mistakes in dialogs, mistakes with tenses, also there were some bad situations (like attacking tents and some situations, which can make episode impossible to pass). 4 weeks ago i checked my campaing and i decided to fix it. I worked hard and improved it. Its much much better now. All improvments you can read in changelog.

Before playing read the description! This campaing is not RPG. Its a quest adventure, where you have to find and use items and solve puzzles.
About this story: history is quite simple, the protagonist is a person whose name Irmantas. He is a royal messenger and he lives in the kingdom which called Tiarngrim. Irmantas is about 50 years old. He is a calm and noble person. He hates war and violence. But he has to forget about peace and harmony. One day a serious trouble came in Tiarngrim. Returned Angel of Death - one of the most dangerous and cruel demons. And the king entrusted to Irmantas very important task...


[TD] Gameplay [/TD]

How to play. I used in this campaign 3 person camera. You can rotate camera and change this angle with arrow keys. With up and down arrows you can change angle and zoom camera (For zoom needs double arrow click and holding it, for changing angle - 1 arrow click and holding it). Right and left arrows can rotate the camera.
Switch on subtitles in order to see dialogs!
As inventory in W3 is very small, I have to use bags for carrying items. But remember!! If you gonna use items, they must be in Irmatas inventory!
How to use items: just click on item to use it. Use them in right places near right objects\persons. Some items cannot be activated.
Next important thing! Sometimes you need to use one item to another item. To do this put activating item in slot 1 and influenced item in slot 2 and click on item in slot 1. For example (its just an example): you have lighter and wooden stick and you need to make a torch. So put lighter in slot 1 and stick in slot 2 and click on lighter. Below there is a picture how to do it. Remember, that corresponding items must be in Irmantas inventory!
About abilities: 1) Search ability. Activate it and Irmantas will examine, where he is and if he find something, he will add it to his inventory. Use this ability to find hidden items. A little prompt: do not examine all map. Use it where items can really be hidden. Trust your savvy.
2) Read ability. Use it ability to read signs, books, hieroglyphs, etc.
3) Use ability. A special ability. Needs for activating something or opening something.
4) Talk ability. Use it to talk to someone. Come closer to this person and activate this ability.
Quick moving ability. As the speed of main character is not fast enough and maps are huse I decided to make this ability. Activate it to move instantly in right places. You will find many locations during your quests.
Some useful tips: be very careful! There are so many ways to die. Often save the game. Better to save in many slots, not only one. There will be some situations, where you have only one chance to make a right choice! For example, to find right combination with floor levers. So do not forget to make many saves. Dont forget about quick moving ability. This is a very handy thing! Dont use search ability after opening crates, wardrobes, nightstands, etc. If there is nothing in them, then...there is nothhing) Reading - is good. There are many valuable information and tips in books. The campaign is not simple. Some puzzles and situations are really difficult. If you got stuck and dont know what to do - don’t worry. Irmantas quest solution | HIVE Here is solution. The campaing is big and contains a lot of triggers. I tested maps many times, but errors and problems can still be found. Tell me, if something not work and i will fix it. Alone its very difficult to find all of this mistakes. And one more! If I forgot someone to thank for models\icons - tell me. Nation of Amelia has recorded walkthrough. Thanks a lot for this person. And also thaks for Shar Dunderd for making this channel known. At this time there is 12 episodes been recorded. You can check maps design, gameplay and so on by this videos.
So, have a nice play!

[TD] Features [/TD]



1)3d camera system.
2)No battles in campaing, but hovewer many ways to die. Many traps.
3)5 custom abilities.
4)Lots of puzzles and riddles.
5)Lots of items.

Example.jpg



[TD] Screenshots [/TD]



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[TD] Video [/TD]




[TD] Credits [/TD]
Special thanks for Tillinghast -Grendel Callahan Shadow_killer ILH Chriz Tranquil Sunchips Geries WhiteDeath karland90 Stefan.K Direfury Sellenisko icewolf055 HappyTauren hellblazer-14 SinDorei300 Em! Hexus Uncle Fester Grey Knight Borric Sephiroth_VII kellym0 ikillforeyou HerrDave Mythic MeteORA The_Silent eubz Power Solu9 tee.dubs rokfor for models. Special thanks for Heinvers Nightmare AlienArsonist NfWar General Frank oddsocks KelThuzad CRAZYRUSSIAN Wisdom LiOneSS L_Lawliet Pyritie Kola BlazeKraze -Berz- JollyD PrinceYaser Remixer 4eNNightmare Exn Blizzard Entertainment for Icons. Also thanks for Rufus for helping fixing triggers, deepstrasz for helping and for some guys from XGM for models, for NightStalkfor Lord_Lyra for 3d Camera System

[TD] Changelog [/TD]
Plenty changes. First of all, i workeed on dialogs. Fixed grammar mistakes, added some idioms and so on. I used more imported models. Improved landscape and atmosphere in some maps. Added more interesting quests and traps. I removed green glows that appear after activating search ability. Because map starts lagging when it gets huge amount of this glows. Bags select circles not visible now. Added instructions (tips how to play) in the quests log. Increased camera distance. Newest update: improved dialogs. Improved cinematics. Now you can easily skip long transmissions. NOTE! There was a problem with last button in second campaing (11 mission). Fixed. So download this version in order not to miss last mission in second campaing!

Keywords:
Campaing Adventure Quest.
Contents

Irmantas quest (1-5) (Campaign)

Irmantas quest (12-15) (Campaign)

Irmantas quest (6-11) (Campaign)

Reviews
Next Review: [2016-06-05] Rufus Moderation Note Notes: The tallest house in the town (in chapter 2) is the tavern, not Joes house, but I got what you meant. :) The camera is so much better than before, but there are still things you can improve...

Moderator

M

Moderator

Next Review: [2016-06-05]
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Notes:
The tallest house in the town (in chapter 2) is the tavern, not Joes house, but I got what you meant. :)
The camera is so much better than before, but there are still things you can improve here.

The terrain could be improved, but the simple style is not that bad either for a game like this, as a lot of details might just make it more messy and confusing. A fog effect might be really good though, as there currently is an ugly edge in the horizon, when it could fade in from a cool and atmospheric mist.

All people should be able to be talked to. They could just say something like "Hello!" or "Welcome to our village!", as it makes more sense than that some people just shut up. Additioanly, if you don't get a person to talk, I thought it was a mistkae, and I tried a few times anyway.

You must shorten dialog messages before this can be approved. It is super frustrating waiting 20 seconds for each message to expire. It doesn't take that long to say "Here you go. Enjoy.". You should amke each dialog shorter, as it is painful to talk to people as it is now. I avoided it as much as possible in my play now.

Here are some suggestions that I think may help enchance gameplay experience a lot:
-Dumb movement. I'm not sure about this one, as not all might appreciate it, I sure would though. Clicking a position will always make your unit walk as far as it can in that direction, and it won't find the paths for you. This will prevent clicking on the other side of a canyon and making your character go there automatically by going around.

-Skipable dialogs. Except for making them shorter, you can make them skipable in case you load a game and odn't wanna read all the dialogs again.

-Options to slow down the camera. In its current state it is moving a little too quick for comfort. I never found the precise right angle, because of this, which made me tired of the game quicker tahn I would have if the angle were better.


I think the camera rotations are reversed.
Cliicking left rotates it right and vice versa. Same thing with up and down.
Perhaps you think it is better like that and it was intended?

I had to experiment a little in order to find out how the zoom function worked. Perhaps a small hint in the beginning of the game, to teach you have to control the camera properly?

The search effect that appears underneath you while using the ability doesn't disappear after using it. I'm not sure if this happened in chapter one, but it happened in chapter 2 anyway. It could be a good thing though, as that shows where you have already searched.

Sorry for the messy review, but I was too tired to structurize it.

If you fix the absurdly long messages, or perhaps add a skipping option that works smoothly, this is ready to be approved.
This map has a lot of potential, and I'm excited to get further!

Good luck!

19:22, 25th Mar 2016
Shadow Fury: Set to needs fix upon request.

[2016-05-31]
Rufus:
Status set to awaiting update due to the author stating it being needed in his description:

"WARNING! I found some things in campaing, which needs fix! Also im going to remove arrow movement and use arrow keys to control camera (rotating, changing angle). Movement will be on mouse click, as usual. Please, dont download this version and wait for the update.
Before playing read the description! This campaing is not RPG. Its a quest adventure, where you have to find and use items and solve puzzles. About this story: the protagonist is a person whose name Irmantas. He is a royal messenger and lives in the kingdom which called Tiarngrim. One day the trouble came in Tiarngrim. Returned Angel of Death - one of the most ancient, dangerous and cruel demons. And the king entrusted to Irmantas very important task..."
 

Deleted member 238226

D

Deleted member 238226

ohh, a campaign! gonna check it out.

+REP for your hardwork :)
 
Level 14
Joined
Jul 1, 2008
Messages
1,314
This campaign defenitely has a lot of potential and I especially like how you wanted to be everything interactive.

Also hotkeys like qwer for the abils would be pretty good because clicking is pretty annoying as they are not targeted and I tried them like 1000 times everywhere.

Also I would make trees a lot bigger and add some shrubs in order to make the terrain feel more atmospheric, if I was you.

I absolutely love, how houses get transparent and show up an interior. I dont even know how you did this. But it is pretty awesome!
 
Last edited:
Level 26
Joined
Oct 2, 2011
Messages
2,482
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Rufus Review
Map Score
Gameplay:13 / 30
Aesthetics:7 / 20
Total:20 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
First of all, I must say that this is a great concept that can be develeoped into something really great someday. I also admire your hard work, creating 21 maps for a campaign!

Right now though, I cannot say I enjoyed it. The third person camera is lacking. It is hard to create a working one. In this game however, it is hard to navigate as it goes inside trees, walls and other obstacles wich obscures the vision of your character.

The puzzle kind of gameplay is fun, but I do not approve of having to use text commands in order to use items with each other. I struggled long and hard using the lighter and the dynamite, as i failed to type the command exactly right. You should find a more suitable solution for this.

Arrowkey movement is barely working as you turn way to slow. Additionally it is abased on standard unit movement wich causes the unit to automatically go around obstacles. This in combination with a third person camera is not working good at all.

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Aesthetics
The conversations is way too long. It takes forever for someone to finish a sentace. I suggest that when you create dialogs, speak them out loud to yourself to estimate the time it will take to say in-game.

The terrain is not very appealing as blizzard cliffs and higher/lower cliffs is both used in a strange mix. The woods is to thick and uniteresting. The tiles could use some more variation. It was getting slightly better in chapter 2 though. It is important however to make the first chapter look good in order to catch peoples interest.

The transparent house thingy is great!
Custom campaign screen is good!

The cinematics is basic and not very entertaining. However, the story they are telling is pretty good! Another reason this map could become great someday.

All imported icons do not have a disabled version, causing green squares as they are disabled.

triggersandscriptsforum.gif
Bugs
In the cellar in the first mission, there are blizzard walls marking the outline of the cellar. This causes clicking a position for moving impossible, as it moves to that point on the cliff behind the camera, making it very hard to make your character move where you want.

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Summary
This map feels like it is still in its experimental phase, and has a lot of things to improve on. However, when it does, it will probably be great.

Status set to Awaiting Update.
I think you should post this map in the Map Development forum and that you update it there before updating this page.
 
Last edited:
Level 26
Joined
Oct 2, 2011
Messages
2,482
I don't think that the difficulty of quests will be a problem. I think you just need to find a way to execute them in a more smooth way. As I said, the text command thingy was hard to understand, but not at all a hard puzzle in itself. It was also a clever puzzle, but not well created. As I said, this game has so much potential, but therefore it also requires a lot of work.

I hope I wasn't unfair in my review.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
Next Review: [2016-06-05]
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Notes:
The tallest house in the town (in chapter 2) is the tavern, not Joes house, but I got what you meant. :)
The camera is so much better than before, but there are still things you can improve here.

The terrain could be improved, but the simple style is not that bad either for a game like this, as a lot of details might just make it more messy and confusing. A fog effect might be really good though, as there currently is an ugly edge in the horizon, when it could fade in from a cool and atmospheric mist.

All people should be able to be talked to. They could just say something like "Hello!" or "Welcome to our village!", as it makes more sense than that some people just shut up. Additioanly, if you don't get a person to talk, I thought it was a mistkae, and I tried a few times anyway.

You must shorten dialog messages before this can be approved. It is super frustrating waiting 20 seconds for each message to expire. It doesn't take that long to say "Here you go. Enjoy.". You should amke each dialog shorter, as it is painful to talk to people as it is now. I avoided it as much as possible in my play now.

Here are some suggestions that I think may help enchance gameplay experience a lot:
-Dumb movement. I'm not sure about this one, as not all might appreciate it, I sure would though. Clicking a position will always make your unit walk as far as it can in that direction, and it won't find the paths for you. This will prevent clicking on the other side of a canyon and making your character go there automatically by going around.

-Skipable dialogs. Except for making them shorter, you can make them skipable in case you load a game and odn't wanna read all the dialogs again.

-Options to slow down the camera. In its current state it is moving a little too quick for comfort. I never found the precise right angle, because of this, which made me tired of the game quicker tahn I would have if the angle were better.


I think the camera rotations are reversed.
Cliicking left rotates it right and vice versa. Same thing with up and down.
Perhaps you think it is better like that and it was intended?

I had to experiment a little in order to find out how the zoom function worked. Perhaps a small hint in the beginning of the game, to teach you have to control the camera properly?

The search effect that appears underneath you while using the ability doesn't disappear after using it. I'm not sure if this happened in chapter one, but it happened in chapter 2 anyway. It could be a good thing though, as that shows where you have already searched.

Sorry for the messy review, but I was too tired to structurize it.

If you fix the absurdly long messages, or perhaps add a skipping option that works smoothly, this is ready to be approved.
This map has a lot of potential, and I'm excited to get further!

Good luck!
 
Level 32
Joined
Jan 1, 2013
Messages
521
I have i question ta all about 12 mission (Flooded temple). When you get to that map (or test in in WE) please send your opinion about this map. I think that this map is quite huge. However map is also quite interesting. send please recomendations about this and tell, let that map as it now or make a smaller version.
 
Level 5
Joined
Dec 31, 2015
Messages
116
You might want to hide the screenshots, it makes the page longer, making harder to scroll down. Try using this [hidden=][/hidden].

Edit: So much better like that. :)
 
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Level 11
Joined
Oct 16, 2013
Messages
246
Definitely gotta try this out.

Edit: Well, I'm currently in the fourth episode and these are my humble thoughts/suggestions/bug report so far:

There was a big delay between conversations while playing the cinematics (maybe intentional?).
Terrain, apart from the swamp which is really well-made, is good and acceptable but it can be improved IMO. In addition, I suggest you to put foliage-bushes-rocks-hills-river-whatever to demarcate the playable map area (sky over empty corners is kind of unaesthetic)
I've found minor spelling mistakes/typos ('Im' instead of I'm/I am, yers instead of years) and chat was ok although I'd make speech of high rank people more formal, even grandiloquent.
Have you considered giving backpacks locust skill or just disabling all hp bars/selection circles.
What about hiding the minimap?
Some doodads have no collision, like signs or the table inside tavern.
Vision inside some buildings is messy, e.g. inside the tavern.
Green glow of Search skill doesn't always dissapear.
You could add the 'How to play' you provided here in Quests menu too.
Story is overall exciting yet simple and puzzles are in a decent level of difficulty and they're fun to accomplish.

As a big fan of old adventure games and Warcraft, I'm having good time playing this campaign! Keep up the good work.
 
Last edited:
Level 32
Joined
Jan 1, 2013
Messages
521
Definitely gotta try this out.

Edit: Well, I'm currently in the fourth episode and these are my humble thoughts/suggestions/bug report so far:

There was a big delay between conversations while playing the cinematics (maybe intentional?).
Terrain, apart from the swamp which is really well-made, is good and acceptable but it can be improved IMO. In addition, I suggest you to put foliage-bushes-rocks-hills-river-whatever to demarcate the playable map area (sky over empty corners is kind of unaesthetic)
I've found minor spelling mistakes/typos ('Im' instead of I'm/I am, yers instead of years) and chat was ok although I'd make speech of high rank people more formal, even grandiloquent.
Have you considered giving backpacks locust skill or just disabling all hp bars/selection circles.
What about hiding the minimap?
Some doodads have no collision, like signs or the table inside tavern.
Vision inside some buildings is messy, e.g. inside the tavern.
Green glow of Search skill doesn't always dissapear.
You could add the 'How to play' you provided here in Quests menu too.
Story is overall exciting yet simple and puzzles are in a decent level of difficulty and they're fun to accomplish.

As a big fan of old adventure games and Warcraft, I'm having good time playing this campaign! Keep up the good work.


Thanks a lot for suggestions.
Im not yet fixed lengh of conversations in cinematics. Will work on it soon. For this time you can skip them by press esc.
Sorry for mistakes in dialogs( Im not strong in English. But i will fix mistakes with missing letter. Just say where they were found.
Great idea with disabling all hp bars/selection circles for backpacks. I only dont know how to disable hp bar. If you know how to do that -tell me please. Circle selection i know how to hide.
Green glow musnt dissapear. It must stay during all game. Its shows which areas are already searched and you may not search them again.
About minimap - better not to hide it. Because some missions like Flooded Temple, Ice Abyss or Palace are quite big. It will be difficult to navigate in them without minimap.
Will fix vision inside tavern.
Doodads collision will be difficult to fix. I used many doodads with wrong collision( I think what to do with it.
 
Level 2
Joined
Mar 26, 2015
Messages
10
Gameplay - 30\50
Story - 45-\50
Quests - 60\50
Atmosphere - 50\50

Very interesting campaing. The last maps are really great. Quests well made and different. Who love quests and adventures - play in it, you will not regret! Nogund castle and Ice Abyss are just outstanding!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
Something rarely seen in Warcraft, a puzzle based campaign, not just one map. It also has riddles.
The difficulty is not crescendo so, some maps later in the campaign might seem easier than previous ones. It might also be user dependent.

Before the update:


intro/prologue:
-transmissions last too long...
-after this ends, the next map does not load. Instead the campaign screen is shown

level1:
-some spells and items look like green squares on pause game
-hints about using items and stuff could be put in the Quests Log, not just on the Hive
-dragging the mouse cursor to click Irmantas selects the backpacks too

level4:
-the Herbalist doesn't even know Irmantas but asks him if he can look over his shop?

After the update:
It's good that I could edit the fourth map to make it available and that the game cache worked otherwise I would have not started playing it again.
-you've changed the guard's comments for the better

level5:
-why would the door to the Paladin hero be opened only at night when he is sleeping and not during the day too?
-aren't there at least supposed to be a few night watchers?
-when Irmantas steps on the switch, every time, the doors open again even if they are already opened (animation playing?)
-if there's no way for Irmantas to get out of the room with tiles then he better be killed to avoid losing time finding a solution to get out
-illusions can be used to open the door with four circles with the magic barrier still there
-finishing the level got me out to the main menu screen of the game; it's a good thing the maps are made visible in the campaign menu

level6:
-magic key didn't disappear when being used in level 5 and it did not appear here; maybe it's not useful in this level
-Irmantas can just get through cemetery walls
-wasn't the hammer in his hand :D?
-funny, how a ghost cannot see invisible things

level7:

-the zergling does not attack if freed
-it would've been more interesting if not just the throne room had been the place of a flashback; for instance the prison too

intro2:
-why name the interludes intro?
-the transmissions last way too long
-some other camera shots wouldn't hurt; one to see better how the servant dies

level8:
-good place for baiting who/what? I did not see any bear or whatever or had any ideas there might be
-wood doesn't have a DISBTN; it looks like a green square on F10/pause

levl10:
-it would be nice if the plants had different icons or at least different icon colours
-who is Irmantas talking to, telling to wait to write down, the player? Is he breaking the fourth wall :D?
-where did that Lesten come from, suddenly?
-the scene with the demon cannot be skipped
-the main menu has been loaded after finishing this level

level11:
-sometimes the transmission pings on the minimap are on some other location than Irmatas'
-instead of loading the next level or at least showing the campaign screen the game's main menu appears after finishing the level

intro3:
-death worries!?
-again, transmissions too long
-well, it's too short to be even be considered an interlude

level12:
-there's a ramp glitch that shows water or a blue patch; the ramp is the first one that leads to another one that leads to the shallow water
-the bones in the spikes room are distracting from the truth; the spikes only rise on the thick tiles; the bones also have to be circumvented
-"sorry, we made it"; he breaks the fourth wall again
-the two parts of the amulet were in the third backpack; when I got the third that one from the backpack did not disappear; instead the third one was put in the hero's inventory
-the iron key appears after a while the vial has been drank; if there's no room in the hero inventory it appears near the hero

level13:
-Irmantas can talk to the wind spirit from behind the wall to the spirit's north
-the ogre cinematic scene cannot be skipped
-Alfior's animation is stopped after appearing near the ogre; check the animation's duration and insert a wait for that duration and then play stand animation
-why does the ice covering the magic key suddenly melt when the mushroom is put in the cauldron?
-the magic barrier behind the sphinx can be circumvented
-pendant of protection has a cost, so does the thunder wand

intro4:
-yet again, transmissions last too long
-and again, death is afraid!?

level14:
-how does the lightning get underground :D?
-for what were they torturing the guy if not for his keys/safe :D?
-it's better to make items appear a bit farther than the shelf/closet they're in just in case so the player won't miss them
-the rats don't bite Irmantas when he's little

level15:
-you might want to change the names of some units like High Elf and Medivh
-breaking the fourth wall again: "one more secret found by us"
-clicking the book kills the idea of writing "read book"
-there's an error with the move to places ability; after going to gambling and/or the wizard that teleports to places, the ability is not given back to Irmantas
-it's not hard to find the wizard using ALT+T its black spot on the minimap is shown
-so, what lowered the collumn where the sphere was on? I thought I'd have to use some other method to get it down; seems rope was to get down there
-the camera where the angel is needs to be better placed as only the lower half of the enemy is seen; this cinematic scene cannot be skipped and Irmantas is selected during it
-the cursor might become invisible if ESC is pressed during the above mentioned scene

epilogue:

-long transmissions...

-it's strange that some levels have the player be other races; for instance the epilogue has the undead as the race for cinematic borders
-the camera system needs a little bit of tweaking but it's manageable

All in all it's playable and more than that it's fun. However, you need patience.
Roughly 4/5.
 
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Level 26
Joined
Oct 2, 2011
Messages
2,482
A very unique and interesting (and entertaining) playstyle that is rarely seen in wc3.
Really enjoyable if you are tired of all the violence in wc3.

I have played this a little too and fro, discussing its features with the author. After the intitial upload the changes made have made it pass far above the bar for what can be approved. Good map.

Just a note: your description seems to have a bit of broken bb code. Fix this when you can. :)

Approved.
 
Level 23
Joined
Jul 26, 2008
Messages
1,304
I really love the concept of this map, its so much fun. Thanks for making this!

Quick question: Does anyone know how to mix the zuctus plant and the flower with the mortar on chapter 4? I click on both of them but they do nothing :/
(I have all 3 in my inventory)
 
Level 23
Joined
Jul 26, 2008
Messages
1,304
Hi Mike! Not sure if you still check this. I was wondering if there is any logic to the order of the items for the combinations, of it they are just random. Almost 2 years ago, I got stuck on the castle level (I think that is #8, the one right after the graveyard mission). In that mission, you can acquire at least 5 items just from running around the area. I kept trying but failed terribly, and could not pass that mission even up till now. The only reason I can think of (besides me being bad) is I had the right items but they were not in the right order for combining to some item that was needed to progress through the level. Which is why I was asking about if there are any reasoning as to which items are required to be in which order, or if it is just random.
Note: I am not asking for the answer to pass the mission, I still want to finish it myself :p
 
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Level 14
Joined
Nov 13, 2017
Messages
733
By the way what happened to tillinghast? I recently noticed that he has deleted his profile. What was the reason? He made really good models(
He probably went nuts and started restricting people from using his models. He is now acting big like Blizzard but he's not, unfortunately sad for him. Even credits to him has low chance to work. Well he is now a relic.
 
Level 32
Joined
Jan 1, 2013
Messages
521
I'm only restricting you

O, hello, thillinghast! I really disappointed when i recognized that you deleted your resourses( Im glad that you not totally gone frome Hive. Of course, the choice is yours but i think you should restore them. They are cool. One more time, thank you a lot for making sorcerer model. I have been working on my campaing for many many years (started in far 2010, abandoned three or four times and resumed my work in 2014). Sorcerer fits really good for my main hero and for atmosphere in campaing (i tried plenty models before). Your model really inspired me. I would hardly finish my project (which was really really really difficult) without it. No kidding, you must know, your model is the main reason why my campaing is exists.
 
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Level 4
Joined
Jun 13, 2011
Messages
49
I really want to play this but the Move Order doesnt work in mission 1. Works from Mission 2. But it kind of kills the vibe if you cant play Mission 1 of a campaign. Tested on both 1.26 and 1.30.4
 
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