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Revengeance RPG

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My campaign: Revengeance was originally based on this map,


Choose one of nine heroes and explore the vast kingdom of the Sky Lord's domain, assaulting his forces and improving yours.


1. There are six Gatekeepers on the map and you must slay atleast three.
2. After three Gatekeepers have been slain, the gates of the Sky Castle will open.
3. The Sky Lord awaits you in its Sky Castle protected by his royal army.
4. Each hero has its own role, purpose and place in the team.
5. Some heroes are better at solo play than others.
6. You can purchase 99% of the items in shops, or find them on the map.
7. Dying causes you to lose gold. To save your gold, save items to sell only when buying.
8. All areas have hidden shortcuts and treasures, but not all heroes can access them.
9. Your respawn location changes when you slay a gatekeeper
10. Barrels may always contain something. Don't forget to break some
11. Kiting enemies can be one of your most valuable tactics.
12. When playing as a party, aim to combine roles to make combat faster.





This map is a huge exploration mission of progress.

Respawning costs you percent of your gold. To save your gold,
you must play smart, pick your fights and try to avoid taking
damage as much as possible. Or Rambo your way in...


- Footman (your melee dps tank disabler)
- Paladin (your tank healer)
- Sentry (your melee dps support)
- Sniper (your ranged dps disabler)
- Mortar (your ranged dps artillery)
- Wolf Master (your ranged dps summoner)
- Priest (your caster healer magic dps)
- Shaman (your support healer summoner)
- Sorceress ( your nuker magic dps support )




~ the shadow orb +2 combines through shadow fragments, increasing in power
~ each hero has its own legendary item to buy in shops
~ your backpack ability is very useful in preserving items or gold
~ apply tactics before brute force. even as a party, some enemies are stronger.
~ some hidden areas are blocked by trees or require items / heroes to pass




GL HF
Contents

Revengeance RPG (Map)

Reviews
deepstrasz
Please remove the Defense/Survival tag. It's not that type of game. Started with the Paladin and could choose two spells or spell levels for one of the three available spells (Holy Fire requires level 2) although the hero was level 1. Intended? There...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please remove the Defense/Survival tag. It's not that type of game.
  1. Started with the Paladin and could choose two spells or spell levels for one of the three available spells (Holy Fire requires level 2) although the hero was level 1. Intended?
  2. There are no visible ability hotkeys. Actually, you can see the letter in the spell word but because the text is also yellow as the hotkey, it's almost invisible. It's recommended to have them QWERTY. So, then: [Q] - Spell etc.
  3. Also recommended is having active spells first and passives last except for the ultimate which is usually last.
  4. You could add hero glow to the player heroes if you want: How to add Hero Glow without Modeling
  5. Some enemies are triggered if you get too close to cliffs and they start coming down the ramps even though they have to walk some distance to come to you.
  6. When loading the game, the show minimap creature camps option isn't deactivated anymore.
  7. Not sure how it makes sense for that grass to be up on those civilization built rocky tiles.
  8. Gatekeepers sleep at night. Not sure if intended.
  9. Some ramps are glitched (visual; no gameplay effect).
  10. Might be a nice effect on the guardians for them to not have their bodies disappear after dying because they have a hero model and are units but on sky mages, not really.
  11. After choosing the Sentry it does not become purple (RGB/vertex colouring). Same with the Shaman.

Well, I guess it might be fun in multiplayer since it was designed for it. It's unplayable alone unless you want to kill yourself trying to progress bit by bit.
Mostly Warcraft III material was used.

Approved.


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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
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https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 5
Joined
Jul 19, 2019
Messages
72
Please remove the Defense/Survival tag. It's not that type of game.
  1. Started with the Paladin and could choose two spells or spell levels for one of the three available spells (Holy Fire requires level 2) although the hero was level 1. Intended?
  2. There are no visible ability hotkeys. Actually, you can see the letter in the spell word but because the text is also yellow as the hotkey, it's almost invisible. It's recommended to have them QWERTY. So, then: [Q] - Spell etc.
  3. Also recommended is having active spells first and passives last except for the ultimate which is usually last.
  4. You could add hero glow to the player heroes if you want: How to add Hero Glow without Modeling
  5. Some enemies are triggered if you get too close to cliffs and they start coming down the ramps even though they have to walk some distance to come to you.
  6. When loading the game, the show minimap creature camps option isn't deactivated anymore.
  7. Not sure how it makes sense for that grass to be up on those civilization built rocky tiles.
  8. Gatekeepers sleep at night. Not sure if intended.
  9. Some ramps are glitched (visual; no gameplay effect).
  10. Might be a nice effect on the guardians for them to not have their bodies disappear after dying because they have a hero model and are units but on sky mages, not really.
  11. After choosing the Sentry it does not become purple (RGB/vertex colouring). Same with the Shaman.

Well, I guess it might be fun in multiplayer since it was designed for it. It's unplayable alone unless you want to kill yourself trying to progress bit by bit.
Mostly Warcraft III material was used.

Approved.

Thank you for your review.


Yes, its intended. Backpack is good for start if you find items early. So you can get that and one other at beginning.

Paladin is good class for solo, but low dps.

There are few active abilities, most heroes rely on passive more than active. healers / casters have more active ability.

I have no ultimate spells, some spells have more levels (the most important spells) like footman's strike.

Thank you for link, I will try add hero glow.

Yes shops and camps are shown, I wanted them to be hidden too.

I can fix ramps, tell me which are bugged.

I don't understand guardian body not disappear. Are you talking the hero body to fly away when dying?

Transparency and colors are just for flavor when u pick hero.

Yes, some enemies notice you from high ground, you can learn patterns to use to your advantage.

Its not problem if gatekeeper sleeps, they wake up once you start combat.


Its not designed for multiplayer only. Solo play is very possible, try ranged class first. Melee is for a challenging play.
Yes solo play is careful progress bit by bit to get items and levels.
Multiplayer is easier and also fun, but dying is easy if you take bad risks or charge without tactics.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Yes shops and camps are shown, I wanted them to be hidden too.
To hide shops, modify the field in the object editor related to minimap visibility to false.
About disabling minimap creep camps, I guess you have to make a trigger like: Player loads game->Disable minimap creeps.
I can fix ramps, tell me which are bugged.
There's one in the northwest from the shadow agent downward.
I don't understand guardian body not disappear. Are you talking the hero body to fly away when dying?
Yes, heroes only fly if they are heroes. If they are normal units, they remain on the ground unless you use a non-hero model. Example: Archmage is a hero model. Footman is not.
 
Level 5
Joined
Jul 19, 2019
Messages
72
Yes, heroes only fly if they are heroes. If they are normal units, they remain on the ground unless you use a non-hero model. Example: Archmage is a hero model. Footman is not.

If I find some custom models I can change them, but I like models as they are.
I can add hero glow. Death camera is enough I think.

There's one in the northwest from the shadow agent downward.

Ok I'll look into it.

To hide shops, modify the field in the object editor related to minimap visibility to false.
About disabling minimap creep camps, I guess you have to make a trigger like: Player loads game->Disable minimap creeps.

I disabled them all in object editor, so I need trigger. I will look into it.


Do you like this map more than campaign? You didn't comment on items or abilties or other gameplay things.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Do you like this map more than campaign? You didn't comment on items or abilties or other gameplay things.
Well, obviously since I approved it.

Well, bottom line is it's pretty much Warcraft III. Could try to use more triggering for abilities and gameplay in general. But it's a good map unlike the campaign which is the same thing for like 4-5-how many maps.
 
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