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Labyrinth of Nightmare (v9.1)

Description:
This is a long dungeon RPG map in which you have to explore a huge ancient Labyrinth. You have to lead your minions and must ensure that your heroes survive. You start with standard heroes and some changed and improved regular spells, in the later game you will get custom spells by custom items and special places. The game has many elements of Unreal, Turok, Turok2, Zelda, Warchazers and the Wc3 Campaign. The great ancient Labyrinth deep under the Broken Isles is inhabited by Demons and Creeps and full of traps and riddles. The Alliance has sent an expedition to investigate the possible threat and to explore the Labyrinth. You have to lead the expedition through the different levels of the Labyrinth and fight against your enemies.

Credit list:
-Test, Review, Suggestions: Flour (is on Hiveworkshop), Wtii, Deepstrasz, Spasmaster, other members of Hiveworkshop
-Music: Blizzard Entertainment, Iguana Entertainment, Acclaim Entertainment, Epic Games, Digital Extremes, GT Interactive
-Models (Lord of the Rings): Olofmoleman (is here on hive)
-Models (Demon Wall): Sin'dorei300
-Map preview picture: Lord of the Rings from New Line Cinema
-Idea of some models (that will be added later): John Ronald Reul Tolkien, Akira Toriyama
The remaining artists who are still missing in my credit list will be added later when all new models are imported.

Latest Changelog (v9):
-More visibility modifiers added.
-Much terrain Improvements with more imported decoration, the Stargate rooms are for example 85% completed now.
-Many useful WoW doodads were imported.
It could be possible that some German text is still in some descriptions because i have the German version and i changed many spells and items. But i am also working on translating this.
I am constantly working on this map when i have time for this. Next i will continue the latest created level. I am also trying to fix the sound bugs since patch 1.30 (which are not caused by my map but i try to fix them). There are one or two doodads that appear without texture since 1.30 but i am also trying to fix this, or the map would have to be played on 1.28/1.29 so that these doodads look as they are supposed to be.
This time i forgot to write the new version number in the map, but i will write it next time.

Screenshots(old):
242573-albums7857-picture107603.png


242573-albums7857-picture107602.jpg


The Hiveworkshop member Flour has created a review video of an older version:

Wtii has also played an older version of this map:

Keywords:
Maze, Dungeon, Labyrinth, Spells, Artifacts, Demons, Creeps, Temple Ruins, Catacombs, Lost Forest, Ancient City, RPG, Heroes, Dark Fortress, Traps
Contents

Labyrinth of Nightmare (v9) (Map)

Reviews
Next Review: [2016-06-30] Rufus Moderation Note Notes: Are you sure you uploaded the latest version? If so, ignore the text underneath. To be honest, I didn't see any changes terrain-wise. I didn't play it all, because I kinda lost my flame when...
Zenonoth
Just tested here's my review - Still no custom heroes, custom spells, custom items. - Still untranslated text - Still very few shops for a Dungeon Crawler/Tomb Raider-type game - No Multiplayer - Unused terrain Overall, I'll rate this map...
SpasMaster
I finally tried this after you asked me to. Expect an honest review, I won't hold back. This is (obviously) my favorite genre on which I have worked for years. I know its ins and outs better than the palm of my hand. Language: This has been going...
Kino
This map really, really deserves the awaiting update status. Not one of those "its barely a map and will never be finished", but rather something that is well made in some areas, yet a little too undeveloped in others. The choice of heroes is the...
Paillan
5 - 4 - 2017 Moderation No changes were made in more than 3 months which means that no changes are inteded to be made. Acording to rules, this implies that your map will now be classified as substandard. If you wish to revert this decision you can PM...
deepstrasz
You shouldn't write everything that's already in the Quest Log on the screen. Just tell the player to read the Quest Log instead. Descriptions in Deutsch: Ankh of Reincarnation, Health Stone, Arcane Scroll, Periapt of Vitality, tomes, Robe der Weisen...

Moderator

M

Moderator

Next Review: [2016-06-30]
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Notes:
Are you sure you uploaded the latest version? If so, ignore the text underneath.

To be honest, I didn't see any changes terrain-wise. I didn't play it all, because I kinda lost my flame when I saw that you still haven't fixed the german texts. I used "Iseedeadpeople" to see the terrain changes, but found nothing of notable change.

Also, I specifically told you last time that the silverkey still had german text, but it have not been changed. IU also saw that the bracer of agility have german description text.

The map description here on the hive also look the same.

to be honest, it feels like you didn't really used my review for doing any improvements, and therefore, I won't bather pointing out new ones now. All the old points still apply.

Status set to awaiting update, now with a longer waiting time, unfortuantely. If it shows that this indeed was the wrong version, the waiting time will be revoked.

Next Review: [2016-05-27]
Rufus Review
Map Score
Gameplay:10 / 30
Aesthetics:7 / 20
Total:17 / 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
The gameplay overall is a little monotone and repetetive, as it mostly consist of simple enemy encounters where you don't have to do a lot. It would have been fun to have custom hereoes. As it is now, the heroes does not bring anything new to the table, being only three standard units. You say in the description that they will come later, but to be honest I lost interest in the map pretty soon, as very few things were happening. As a map maker myself, I always try to make the first areas as interesting as possible, in order to catch the players interest. This does not apply to this map unfortunately.
A good thing though is that the enemies are pretty tough, so you have to use a lot of the items you pick up in order to survive.

terrianforum.gif
Aesthetics
The terrain is kind of flat and uniteresting for the most, while some places look amazing. Monuments where it is clear that a great deal of work have gone into, but also uninhabited hallways and corridors. In the end, the few good areas does not cover up for the many bad ones.

The description could also use a lift, as it is pretty unappealing at the moment. Try reading a few guides on how to make it more beautiful. If I remember correctly, your old map had a quite nice description? You should try to make it look nicer.

triggersandscriptsforum.gif
Bugs
Camera doesn't reset after switch gate puzzle.

German Texts:
-Green fountain of health in catacombs
-Many items such as frost guard and firehand gauntlets
-First silver key
-Prison boxes for footmen
-Second zombie unit
-

updatesandnewsforum.gif
Summary
There are a lot of things to improve on in this map still, and it can not yet be approved.
[2016-04-16]
Rufus:
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Note:
All german has still not been removed from the map.
I suggest you take lots of advice from SpasMaster's review, firstly because he is an expert in his field of dungeon crawlers, and secondly, because a lot of things he says makes sense.

Myself, I thought the starting area was a little too tough. You might want to make that a little easier, in order to make the player feel more powerful and casues them to be more eased into the game.
Also, the map still has some german texts in it, and as long as they are there, the map is not in accordance with the site rules.

Status once again set to Awaiting Update.

Next Review
The first update of this map after [2016-04-25] will be reviewed again.
Any updates before that will return the map to the Awaiting Update status.

Explaination
This is to prevent authors from making minor updates, forcing reviewers to check them out again too soon.
During this time, try not only to fix all issues I have mentioned in me review above, but try to see for yourself what can be improved.

Extended Waiting Time
If all things mentioned above have not been fixed by the time I review this a second time, the map will get a longer waiting time.

Rejection
If your map have already gone through an extended waiting time, and all things mentioned are still not fixed, the map will be rejected.​

2016-04-10
Rufus:
Ugh... You seemed to have had the "vanishing description" issue applied to your map. :/
I feel you as I have had to rewrite an entire page of bb code in order to restore my projeects description.

Although, the map needs a description. And I need to check your changelog in order to see if you have fixed the issues that Ardenian already pointed out.

I remember trying this before I was a map reviewer as I thought it looked very interesting. However, all language issues must be fixed before I try it. Mistakes can be overseen and will be pointed out, however.

Update this map as soon as the description and langauge issues have been fixed.

Status must be set to Awaiting Update in the meantime.


14:24, 25th Mar 2016
Ardenian: An interesting approach of a RPG/dungeon crawler map.
However, our map submission rules state that all content has to be available in English
( map description, loading screen description, text messages).
Please translate all custom texts to English or provide an English version simultaneously ( first one prefered).

The heroes are generic default WC3 heroes, why no custom heroes ?
You could also think about the concept of Tank-Caster-Damage Dealer when choosing heroes.

The gameplay is most of the time a hack'n'slash.
For the
puzzle with the switches,
some more time until the zombies reach you could be a good idea
.

The major part of the map should not be empty,
please either re-size the map or add additional content filling that space.

Some more doodads, little ones, maybe imported, could improve the map,
especially building and construction parts.

19:12, 6th Apr 2016
Ardenian:
Please add a changelog tab to the map description here and a version number to
the map file itself.
Please wrap hidden tags around the screenshot.

Re-name factions from German to English, please.
Please cut away map space you don't use.

When the stone opens, that gate where you ened to step on the tiles,
the gameplay should not just continue. I lost the game because I could not
control my heroes anymore/ the camera bugged

The command 'g' is also very cheaty. You can teleport your Archmage
if he is in danger. You might want to add a check if he is in combat.
 
Level 7
Joined
Dec 19, 2014
Messages
300
Here comes the credit list:
Test, Review, Suggestions: Flour, some members of Hiveworkshop
Music: Blizzard Entertainment, Iguana Entertainment, Acclaim Entertainment, Epic Games, Digital Extremes, GT Interactive
Models (Lord of the Rings): Olofmoleman (is here on hive)
Models (Demon Wall): Sin'dorei300
Map preview picture: Lord of the Rings from New Line Cinema
Idea of models and ingame units: John Ronald Reul Tolkien

Here are also the keywords:
Labyrinth, Nightmare, Maze, Dungeon, Broken Isles, Monuments, Forests, Catacombs, Cities, Palaces, Fortress, Alliance, Demons, Might, Magic, Powers, Abilities, Items, Artifacts, Units, Enemies, Armies, Dark Lord, Labyrinth Keepers, Temples, Pyramids, keys, War, Creeps, Undead, RPG, Treasures, Art, Levels, Heros, Bosses.

If you want to see some pictures of my map just watch this review video (Is an older version):
https://www.youtube.com/watch?v=qraaAlBmcZU
 
Last edited:
Level 7
Joined
Dec 19, 2014
Messages
300
The map is also absolutely bug free. Some ingame Hints are still in German but i will translate them also soon. But all important informations are in English in the quest window. I also want to improve the item storage system. In some traps it could be abused.

Try to avoid multiple-posting. Put this information in the map description, also add some screenshots to attract more audience. You can also use a youtube tag so that people can watch the video right on damand without copying the link.

I tried to add the new informations in the description but then i would have to upload the map again. Thats why i add new informations below in extra posts. I am not so good in this kind of presentation.:goblin_yeah:
 
Last edited by a moderator:
Level 31
Joined
Jun 27, 2008
Messages
2,555
Just don't post several times in a row, use EDIT post function and delete other posts, merge it into one.

You don't have to reupload the map, just click UPDATE, do the editing part and save it without uploading the map. This way map will remain the same, just description will change.
 
Level 7
Joined
Dec 19, 2014
Messages
300
Many things in progress

Oh hey! I just tested your map a bit :D It seems like a really neat project so far :)
unfortunately I didn't understand the language though, I only speak English.

But I was looking around your map, and it looked really cool! I especially love how that library area looked!

Nice work friend :D

The quest window is in English, all necessary informations are written there. There is still a lot of free space in the map, but this is now so that i can add more levels and buildings from time to time. The map isn't complete yet. I will soon create first parts of the Lost Forest.
 
Level 8
Joined
Dec 30, 2013
Messages
106
The terraining and doodad placement is really well done. The map is difficult but thats not a bad thing you just have to save the game often and be patient, so thats nice. Two things that are annoying though:
1) The corridors are very tight and you give a lot of units for the player, so they fight in pairs while the others are in the back watching.
2) While the main info in the quest log in english, sometimes there is a puzzle and you get a hint in german, which is supposed to help but since Deutsch isnt my first language it made it a bit of a problem

Overall, the map is very nice, no bugs that i could find, but you have to change the language because maps in other languages arent approved on the Hive. Keep up the good work!
 
Level 7
Joined
Dec 19, 2014
Messages
300
The terraining and doodad placement is really well done. The map is difficult but thats not a bad thing you just have to save the game often and be patient, so thats nice. Two things that are annoying though:
1) The corridors are very tight and you give a lot of units for the player, so they fight in pairs while the others are in the back watching.
2) While the main info in the quest log in english, sometimes there is a puzzle and you get a hint in german, which is supposed to help but since Deutsch isnt my first language it made it a bit of a problem

Overall, the map is very nice, no bugs that i could find, but you have to change the language because maps in other languages arent approved on the Hive. Keep up the good work!

I am just translating the map, and i added some things in the beginning to make the game easier. There are some tight corridors, but others are wider, that makes the Labyrinth more diversified.
 
Level 2
Joined
Oct 26, 2015
Messages
20
The map is hard but that changes from all the easy maps. But it is a bit repetitive. Btw, I'm worse than the youtuber :(
 
Level 2
Joined
Oct 26, 2015
Messages
20
Hi Inconnou, how far have you come in my map? There is going to come a lot of variety.

I've went to the zone where you meet the first hydras, right after the murloc eternal spawning.
When I reached murlocs, I thought it might be cool to get a bit of XP by going back to the entrance where only two mobs can pass. But that strategy proved to be stupid, I was then stuck fighting endless armies so I had time to level up 3 times before I passed that zone lol. Then after I was bored :D
And I didn't replay WC3 for several weeks but when I'll want to play again, I might replay this map.
 

Ardenian

A

Ardenian

Please add a change log to the map description and a version number to the uploaded map
 

Ardenian

A

Ardenian

You could also decrease the map size to remove un-used space.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
Ugh... You seemed to have had the "vanishing description" issue applied to your map. :/
I feel you as I have had to rewrite an entire page of bb code in order to restore my projeects description.

Although, the map needs a description. And I need to check your changelog in order to see if you have fixed the issues that Ardenian already pointed out.

I remember trying this before I was a map reviewer as I thought it looked very interesting. However, all language issues must be fixed before I try it. Mistakes can be overseen and will be pointed out, however.

Update this map as soon as the description and langauge issues have been fixed.

Status must be set to Awaiting Update in the meantime.
 
Just tested here's my review

- Still no custom heroes, custom spells, custom items.
- Still untranslated text
N7WfLNI.jpg

- Still very few shops for a Dungeon Crawler/Tomb Raider-type game
- No Multiplayer
- Unused terrain

Overall, I'll rate this map for 3/5 .. will change my rating when you update your map.

Things you can do:
1- Remove the music (since it's taking too much of your map's size)
2- Import custom models/skins
3- Make custom heroes/spells/shops/items
4- Make this map multiplayer
5- Translate the text
6- Add more content in the unused terrain part
 

SpasMaster

Hosted Project: SC
Level 23
Joined
Jan 29, 2010
Messages
1,969
I finally tried this after you asked me to. Expect an honest review, I won't hold back. This is (obviously) my favorite genre on which I have worked for years. I know its ins and outs better than the palm of my hand.

  • Language: This has been going on for awhile I see and it's very important. You can't expect players to know your language to play and enjoy the map. You've been asked multiple times to get rid of it and it's still there. It alienates the player. Honestly I felt an urge to quit immediately after I saw foreign language.
  • Heroes & Abilities: It's 2016. People have played almost everything. People have seen tons of things. They have played various heroes with different custom abilities. Sometimes the slightest note of a simple, non customized ability can rub them the wrong way. And you offer your players default heroes with default abilities. Guess what the result was: I was bored almost 2 minutes in. Don't take this personally - I have seen and played those heroes you offer to me for 13 years. Sorry, but in my opinion, in 2016, that's unacceptable. Make some new abilities. Custom hero models are welcome, but not necessary. Custom abilities that offer new and unseen gameplay are mandatory.
  • Items & Puzzles: Default items. Again. Sorry, but I've seen those thousands of times. I can't get hooked into your map because there isn't anything new in it, really. Puzzles are lacking. You also have doors that break with attacks.... Really - either make the doors open with puzzles/quests/items or remove them. What is the purpose of a destructible door? To make me waste my time attacking it?
  • Terrain: Alright. It's void. There are whole corridors that have 0 doodads. You lack objects in it. Try the Night Elf campaign, where you are in the Tomb of Sargeras. I myself used it as inspiration back in the day. It can teach you a lot about how to start with terrains. The "labyrinth" area is the worst. It's empty, boring and confusing. You seem to use tiles from different tilesets. Let me give you an advice:
    a.) Either stick to Sunken Ruins all the way.
    b.) Or hide everything of the Sunken Ruins tileset in the areas where you use other tilesets. It's absolutely displeasing to see Dalaran/City tiles slapped on top of the ruins tiles. It looks odd, out of place and amateurish. If you are somehow wondering about what I am talking about, I am looking at your item storage area.
  • Other: Speaking of the item storage area... why don't you give the Archmage an ability that teleports him there? What's with the command? An ability would feel much better. You tell us the names of all areas in the quest log. Why don't you make floating messages/game messages when we enter them? Would make it more immersive.

Conclusion: You need to work on this a lot more. Based on the established standards nowadays, I wouldn't approve this. However, I am no moderator, so I'll let them do their job. To me, this is 2/5 at best. To summarize:
-Default Heroes.
-Default Abilities.
-Default Items.
-Really basic terrain.
-Shops are a rarity.
-Annoying and time consuming stuff like breakable doors and the "labyrinth".

I really want to give this 1/5, but I'll be kind and will give it 2/5. This is how I feel about the map.

If you are displeased with my comment and don't want it on your map page, I will remove it.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Note:
All german has still not been removed from the map.
I suggest you take lots of advice from SpasMaster's review, firstly because he is an expert in his field of dungeon crawlers, and secondly, because a lot of things he says makes sense.

Myself, I thought the starting area was a little too tough. You might want to make that a little easier, in order to make the player feel more powerful and casues them to be more eased into the game.
Also, the map still has some german texts in it, and as long as they are there, the map is not in accordance with the site rules.

Status once again set to Awaiting Update.

Next Review
The first update of this map after [2016-04-25] will be reviewed again.
Any updates before that will return the map to the Awaiting Update status.

Explaination
This is to prevent authors from making minor updates, forcing reviewers to check them out again too soon.
During this time, try not only to fix all issues I have mentioned in me review above, but try to see for yourself what can be improved.

Extended Waiting Time
If all things mentioned above have not been fixed by the time I review this a second time, the map will get a longer waiting time.

Rejection
If your map have already gone through an extended waiting time, and all things mentioned are still not fixed, the map will be rejected.​
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
Next Review: [2016-05-17]
Rufus Review
Map Score
Gameplay:10 / 30
Aesthetics:7 / 20
Total:17 / 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
The gameplay overall is a little monotone and repetetive, as it mostly consist of simple enemy encounters where you don't have to do a lot. It would have been fun to have custom hereoes. As it is now, the heroes does not bring anything new to the table, being only three standard units. You say in the description that they will come later, but to be honest I lost interest in the map pretty soon, as very few things were happening. As a map maker myself, I always try to make the first areas as interesting as possible, in order to catch the players interest. This does not apply to this map unfortunately.
A good thing though is that the enemies are pretty tough, so you have to use a lot of the items you pick up in order to survive.

terrianforum.gif
Aesthetics
The terrain is kind of flat and uniteresting for the most, while some places look amazing. Monuments where it is clear that a great deal of work have gone into, but also uninhabited hallways and corridors. In the end, the few good areas does not cover up for the many bad ones.

The description could also use a lift, as it is pretty unappealing at the moment. Try reading a few guides on how to make it more beautiful. If I remember correctly, your old map had a quite nice description? You should try to make it look nicer.

triggersandscriptsforum.gif
Bugs
German Texts:
-First silver key
-Prison boxes for footmen
-Second zombie unit

updatesandnewsforum.gif
Summary
There are a lot of things to improve on in this map still, and it can not yet be approved.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
Next Review: [2016-06-30]
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Notes:
Are you sure you uploaded the latest version? If so, ignore the text underneath.

To be honest, I didn't see any changes terrain-wise. I didn't play it all, because I kinda lost my flame when I saw that you still haven't fixed the german texts. I used "Iseedeadpeople" to see the terrain changes, but found nothing of notable change.

Also, I specifically told you last time that the silverkey still had german text, but it have not been changed. IU also saw that the bracer of agility have german description text.

The map description here on the hive also look the same.

to be honest, it feels like you didn't really used my review for doing any improvements, and therefore, I won't bather pointing out new ones now. All the old points still apply.

Status set to awaiting update, now with a longer waiting time, unfortuantely. If it shows that this indeed was the wrong version, the waiting time will be revoked.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,707
This isn't finished? Oh my. I just realized playing it. Didn't pay enough attention to the description. Well, it's not a good idea to upload such a map. You realize I won't be playing it again just to get to the new zones...

-it might have been more interesting with 1 hero for each type of stat. There are two intelligence heroes
-some item descriptions are in Deutsch; the funny thing is their title is in English; the cages are also named in Deutsch, so is a zombie, probably other stuff too (+spells; funny Avatar has the red description in English); you could/should choose one language; this site recommends English
-Disease Cloud that remains after an enemy dies is considered a unit and the heroes can't get through it until it dissipates
-use reset camera or just don't apply it after/for useless things like a door opening; this also happens during battles
-well, it's weird how prisoners could be in such a place where basically everything is hostile and how did some of them get past the zombie traps? Gameplay, I know
-and I thought the trick was to run past the towers not destroy them...
-easy to beat Algammon as the heroes can run back out of the room and regenerate
-the Bergkonig went towards the murloc with the sea elementals while the zombies appeared in the back of the other two heroes; during their spawning the player has no control over the units
-why are some crates and barrels invulnerable and others not?
-50% Mask of Death+50% Scourge Bone Chimes
-again, it's easy to kill the second boss if the door remains opened
-in the labyrinth to the east, a red dragon may come to attack the heroes from his layer near the labyrinth walls
-keys could be made as items that do not need to be carried (use an integer or bolean or something instead)
-in the labyrinth I've reached the tenth level with all three heroes. Now what?
-it's hard to see the fighting in the library because of the arches; move the enemies a bit to the north
-units can run through the bookstalls

The huge bridges could be used for battles as well vs. melee+/-ranged units and/or flying units.
I guess, keys (are well placed in the labyrinth) and waygate activators could be placed somewhere where it's not that easy to find.
I suggest raising the level cap and adding some other spells custom or not. Attribute Bonus is not a good idea (and is boring) since there are plenty of tomes.

Anyways, this map kept me going for hours. It was really fun till it lasted. Too bad I have to lower the rating since it's not finished... Well, at least it's deutsche Qualität.
3/5.
 
Level 23
Joined
Oct 12, 2008
Messages
1,783
This map really, really deserves the awaiting update status.
Not one of those "its barely a map and will never be finished", but rather something that is well made in some areas, yet a little too undeveloped in others.

The choice of heroes is the real killer IMO.
Its not that you cant have default heroes or default skills, but you have to adapt them to fit the format.
Storm Bolt for example is a useful skill in this dungeon crawl format as it functions as your party's focus fire/single target nuke.

Looking at all the skills from a team role perspective
Storm Bolt > Basic Nuke, Disable
Thunder Clap > Crowd Control
Bash > Passive Disable
Avatar > Tanking Steroid

Blizzard > Hard AOE, Friendly Fire
Water Ele > Meatshield
Brilliance > Economy Passive
Transmute > Removal/Economy

Flamestrike > Hard AOE, Friendly Fire
Banish > Temporary Removal
Siphon > Caster Disable/Economy
Earthquake > AOE Disable

To me, Bloodmage seems to be odd piece.
Personally Id replace him with the Ranger, (which would also mean you have 1 hero for each primary stat.)
Other than that, I found the largest gripe to be the collision size of the heroes, they are far too big for the space you have alotted.

Terrain is ok in some areas, amazing in others (You made a fucking Parthenon).

TLDR Version
- The content is excellent, the heroes you use to go through it; not so much.
- Fix the highlighted point and you have yourself an approval
 
Last edited:
Level 7
Joined
Dec 19, 2014
Messages
300
This map really, really deserves the awaiting update status.
Not one of those "its barely a map and will never be finished", but rather something that is well made in some areas, yet a little too undeveloped in others.

The choice of heroes is the real killer IMO.
Its not that you cant have default heroes or default skills, but you have to adapt them to fit the format.
Storm Bolt for example is a useful skill in this dungeon crawl format as it functions as your party's focus fire/single target nuke.

Looking at all the skills from a team role perspective
Storm Bolt > Basic Nuke, Disable
Thunder Clap > Crowd Control
Bash > Passive Disable
Avatar > Tanking Steroid

Blizzard > Hard AOE, Friendly Fire
Water Ele > Meatshield
Brilliance > Economy Passive
Transmute > Removal/Economy

Flamestrike > Hard AOE, Friendly Fire
Banish > Temporary Removal
Siphon > Caster Disable/Economy
Earthquake > AOE Disable

To me, Bloodmage seems to be odd piece.
Personally Id replace him with the Ranger, (which would also mean you have 1 hero for each primary stat.)
Other than that, I found the largest gripe to be the collision size of the heroes, they are far too big for the space you have alotted.

Terrain is ok in some areas, amazing in others (You made a fucking Parthenon).

TLDR Version
- The content is excellent, the heroes you use to go through it; not so much.
- Fix the highlighted point and you have yourself an approval

Wonderful review, a big update is coming. The remaining german text will be translated, terrain improved and much new stuff added. Then it should get approved.
 
Level 19
Joined
Jan 22, 2011
Messages
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5 - 4 - 2017 Moderation

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Level 7
Joined
Dec 19, 2014
Messages
300
That was the most annoying map i have ever played.
Why? I have updated it and fixed the bugs. I am currently continuing the levels. Were possibly the fights a bit too difficult? But there are good items that you could use and you also have good abilities (especially on level 3). Or were the riddles and traps too difficult? But i also gave many hints for everything. Or have you possibly found a bug?
 
Level 2
Joined
Dec 20, 2008
Messages
21
Why? I have updated it and fixed the bugs. I am currently continuing the levels. Were possibly the fights a bit too difficult? But there are good items that you could use and you also have good abilities (especially on level 3). Or were the riddles and traps too difficult? But i also gave many hints for everything. Or have you possibly found a bug?


Permastun enemies, towers that u need to flamestrike or blizzard many times. "That is just lazy writing" , as Deadpool said :)
Narrow places; especially in labyrinth part of the game is making unit management very hard with summons.
 
Level 7
Joined
Dec 19, 2014
Messages
300
Permastun enemies, towers that u need to flamestrike or blizzard many times. "That is just lazy writing" , as Deadpool said :)
Narrow places; especially in labyrinth part of the game is making unit management very hard with summons.
There were some enemies with bash, but i nerved that already and used normal values for that ability. Probably units with water elementals summon spells cause too much bash because the spawned elementals have bash (which is normal). But all units that have bash have only low or middle probability bash with regular length. That you need some special strategies for enemy buildings (for example earthquake) was intended and is not annoying in my opinion. How long did you need for the generator riddles? Was it difficult to solve?
 
Level 2
Joined
Dec 20, 2008
Messages
21
There were some enemies with bash, but i nerved that already and used normal values for that ability. Probably units with water elementals summon spells cause too much bash because the spawned elementals have bash (which is normal). But all units that have bash have only low or middle probability bash with regular length. That you need some special strategies for enemy buildings (for example earthquake) was intended and is not annoying in my opinion. How long did you need for the generator riddles? Was it difficult to solve?

Generator riddles was easy imo.

That necromancer in big library has sure permastun especially when buffed with unholy frenzy
 
Level 7
Joined
Dec 19, 2014
Messages
300
Generator riddles was easy imo.

That necromancer in big library has sure permastun especially when buffed with unholy frenzy
hmm.. i have set his stun to normal wc3 values, his frenzy could be pretty strong when it's stacked with bash. The keys for the labyrinth doors are in the labyrinth too by the way. How do you find the cursed items traps (tome, coins)?
 
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