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Rise of the Necro Knight v1.3.

Rise of the Necro Knight
Takes place in fictional kingdom of Androsean, where young mage named Aneglur seeks power trough necromancy. Neglected and underappreciated he seeked for his glory. Local authorities assumed about his actions. King sent men to kill him. Even after his death dark powers remains in his dead body and he raised him self as powerful necromancer-warrior with one mission to take vengeance.

Necro Knight have unique set of abilities and his strongest ability is non-hero ability called Second Opportunity, that allows him to raise killed units permanently.

This campaign is RPG focused, killing creeps, finding secrets and fighting secret bosses.
Each map has neutral Boss and corpse of Legendary warrior.

Information

CharactersDescription
Aneglur TugadhMain Protagonist of campaign, young mage that became necromancer.
RoddrickGeneral of Androsean army, self centred egoistic man, will do anything to save his skin, even betray his loyal friends.
KeaganLoyal Captain of Androsean, capable and good man, victim of betrayal
BossesDescription
GauldothSpirit of powerfull necromancer. Drops Gauldoth's Tome.
Obsidian GolemMighty colossal golem, drops Runed Bracer.
Charles VaneRuthless pirate captain, drops Ocean Master.
King Gilliam IIIMur'gul king, drops Scepter of the Seas.
[td]Slade and Slitthroat

Information

Screenshots

Changelog

Credits

Authors Notes

[td]Deadly Bandit duo, drops Enchanting Ring .[/td]
Corpses of Legendary WarriorsHistory
Lone ChampionTrue definition of a Champion, veteran of many wars, location of his grave is unknown.
Troll MarauderTrollish warrior of many troll tales, guardian of all trolls.
Ocean VanguardProtector of the seas, killed by pirates.
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[30.9.2019.]
skip cinematic added
new unit for humans
new unique items
fixed trigger bugs
new spell for Aneglur

[14.12.2019]
This update introduces new mechanic for raising enemy units, risen units keep their abilities.
There are some new unique items that have drop chance instead of getting normal item type:
Slippers of Agility 67% drop chance and Ninja Slippers 33% drop chance
Maul of Strenght and Maul of Brute Strenght
Mantle of Intelligence and Mantle of Magi
Gauntlets of Ogre Strenght and Gauntlets of Ogre Warlord
Slimy Murloc Scale and Sturdy Murloc Scale

[9.5.2020.] Released in 1.30.4 version of WC3
Unique risen models added
minor dialogue changes

nazgul rider by olofmoleman
soulsteal by 4eNNightmare
captain footman by Ujimasa Hojo
cottage by HerrDave
dark harvest by Power
demon knight by Tarrasque
footman hero by Sharkarsh, Stefan.K
footman spear thrower by AhhFreshWeeD
frost armor target by JetFangInferno
hand made axe by Sunchips
homestead by HerrDave
knight by Stefan.K
murloc fisher by willydawiller
human bishop by Tranquill
nazgl by HerrDave
ogre pirate by Uncle Fester
scarecrow by Shadow_killer
sea giant emperor by Retera
thatched cottages by MassiveMaster
troll pirate by Uncle Fester
turalyon by CloudWolf
web by Lender
black corsair by WhiteDeath

Special thanks to BloodSoul for triggers
This is my first campaign, it took several years to make with pauses. Hope you enjoy it
[/TD]
Contents

Rise of the Necro Knight (Campaign)

Reviews
Mvyrea
I understand it's a demo, so I guess it's normal that there are many things to fix. Regarding the prologue, I think that I should not use a model as recognizable as Arthas for another character, it does not look good. On the subject of the models, I...
Paillan
After a test a couple of things: Mayor issues: - There's no info for the player that they need to break the granary to get to the town from behind. - The prologue has a victory screen to end them map instead of sending the player to the first map...
cleavinghammer
Loading screen image should be better cropped, there are these weird white shapes at the edges. English needs a lot of correcting, but is understandable. Cutscenes are unskippable. Given how important Second Chance is to gameplay, it should have a...
deepstrasz
Same issue, the hero does not appear in chapter 2. It works on 1.27 though. But we require it to work on the latest patches as well. Awaiting Update. (previous comments: Rise of the Necro Knight v1.2.) EDIT: no updates in 3 months. Substandard...
Level 16
Joined
Jul 16, 2007
Messages
1,371
Judging from the screenshots I'd say add some original models instead of the usual reanimate tainted version of units, although it might be harder to make, it would certainly add to the originality.
Another thing is make the hero more vulnerable, he is a skeleton, after all. Maybe he should have negative armor. Like -3 armor to start with, and have a spell where u sacrifice a unit to gain armor. (Like frost armor spell).
And last thing I'd say is change the name, Daemon is neither fitting neither original, choose a more sinister name for a necromancer.

I like the idea, though I've got no time to actually play it. I'm definitely considering it for the future. And please keep in mind these are all comments judging from the screenshots and the description.
Thanks for your contribution! Good luck on your project.
 
Level 6
Joined
Aug 27, 2013
Messages
101
Judging from the screenshots I'd say add some original models instead of the usual reanimate tainted version of units, although it might be harder to make, it would certainly add to the originality.
Another thing is make the hero more vulnerable, he is a skeleton, after all. Maybe he should have negative armor. Like -3 armor to start with, and have a spell where u sacrifice a unit to gain armor. (Like frost armor spell).
And last thing I'd say is change the name, Daemon is neither fitting neither original, choose a more sinister name for a necromancer.

I like the idea, though I've got no time to actually play it. I'm definitely considering it for the future. And please keep in mind these are all comments judging from the screenshots and the description.
Thanks for your contribution! Good luck on your project.
Thanks for response, i don't think so i could find undead version of every unit that will appear in the campaign. I'll consider armor change and name.
 
Level 10
Joined
Aug 25, 2018
Messages
122
Is it possible to make second opportunity target highest level corpse cause when I got to the bandits I raised all but the red named one. Or maybe decrease its cooldown a tad.
Also is there suppose to be dialogue when you approach the small grave site after the 1st gate cause I walked away and did not notice the skeletons till I was close to the town.
I also agree with knight26 maybe reduce starting armor to 0 or something cause at the moment with his 1st spell he just face tanks everything. Also this could be debated because at moment you only have the 1 level and we do not know how hard later levels will be.

Also small tombstone close to start location is that relevant yet or just for decorations?

Good choice of skills for later levels
Models are not to bad for the risen units but maybe see if you can at least get a hero model.
Overall it was good I await the full release. Good luck with the rest
 
Level 6
Joined
Aug 27, 2013
Messages
101
Is it possible to make second opportunity target highest level corpse cause when I got to the bandits I raised all but the red named one. Or maybe decrease its cooldown a tad.
Also is there suppose to be dialogue when you approach the small grave site after the 1st gate cause I walked away and did not notice the skeletons till I was close to the town.
I also agree with knight26 maybe reduce starting armor to 0 or something cause at the moment with his 1st spell he just face tanks everything. Also this could be debated because at moment you only have the 1 level and we do not know how hard later levels will be.

Also small tombstone close to start location is that relevant yet or just for decorations?

Good choice of skills for later levels
Models are not to bad for the risen units but maybe see if you can at least get a hero model.
Overall it was good I await the full release. Good luck with the rest
Strange, but second opportunity target always highest level, maybe you were out of range. I will update more dialogue and some special effects at graveyard. Tombstone is for "legendary" corpse that you can raise, he is sort of easter egg. I made 3 maps already but i need to finish them. I was searching for hero model but i couldn't find matching model. Thanks for responding.
 
Level 10
Joined
Aug 25, 2018
Messages
122
Went back and tried it for whatever reason I had to be right on top of him for it to work instead of raising the smaller bandits. It works fine for every other mob.
 
Level 2
Joined
Jul 17, 2018
Messages
8
i usally dont play demos but this one i played...well its nice...tho it need a better hero model...yeah i read the comments you chould not find one but try a little more....also the first tombstone in south of map...it is for a legendry warrior?...cause when i get close to it it was just three skeletons....enyway i enjoyed it and yeah if you can change the armor at first and name....cant wait for the full campaign and good luck
 
Level 6
Joined
Aug 27, 2013
Messages
101
i usally dont play demos but this one i played...well its nice...tho it need a better hero model...yeah i read the comments you chould not find one but try a little more....also the first tombstone in south of map...it is for a legendry warrior?...cause when i get close to it it was just three skeletons....enyway i enjoyed it and yeah if you can change the armor at first and name....cant wait for the full campaign and good luck
That is common graveyard, legendary warrior is not on that location it's hidden ;), i am already searching for new model, thanks for comment.
 
Level 5
Joined
Aug 11, 2018
Messages
119
I played this, and it has great potential, however here are a few things I would recommend you do:
-Add custom models, it makes the characters feel more realistic,
-Make the optional quest more hard, add a few units to make it feel challenging,
-Add more custom units, the more you add, the more unique it is,
-Change the terrain a little bit, it feels so...boring...,
-And like knight26 said, change Daemon's name, it feels unoriginal. Change it to something like Tenebris (latin for darkness, and latin is useful for making original names).
 
Level 6
Joined
Aug 27, 2013
Messages
101
I played this, and it has great potential, however here are a few things I would recommend you do:
-Add custom models, it makes the characters feel more realistic,
-Make the optional quest more hard, add a few units to make it feel challenging,
-Add more custom units, the more you add, the more unique it is,
-Change the terrain a little bit, it feels so...boring...,
-And like knight26 said, change Daemon's name, it feels unoriginal. Change it to something like Tenebris (latin for darkness, and latin is useful for making original names).
thanks for tips, i'll look for it.
 
Level 3
Joined
Mar 17, 2018
Messages
8
I understand it's a demo, so I guess it's normal that there are many things to fix.

Regarding the prologue, I think that I should not use a model as recognizable as Arthas for another character, it does not look good. On the subject of the models, I think I should use personalized models, because the hero's own model is only of a skeletal magician. To say also, that the victory screen or the scoring screen should not come out, should simply go directly to the first phase.

Regarding the first mission; the missions do not appear on the screen at the beginning, I think they should appear. The optional mission is completed by simply killing the enemies marked without the need to raise it as undead. To say also that in the end, the victory screen jumps before the cinematic ends.

In general, there is a lot of work to be done but I encourage you to continue. Try to make the kinematics more fluid and not so abrupt, also looking for models in the forum to give a more personalized touch to the campaign and try to improve the design of the maps a bit, in the first mission it sometimes feels very simple .

Greetings and encouragement (I will not score because it is only a demo)
 
Level 6
Joined
Aug 27, 2013
Messages
101
I understand it's a demo, so I guess it's normal that there are many things to fix.

Regarding the prologue, I think that I should not use a model as recognizable as Arthas for another character, it does not look good. On the subject of the models, I think I should use personalized models, because the hero's own model is only of a skeletal magician. To say also, that the victory screen or the scoring screen should not come out, should simply go directly to the first phase.

Regarding the first mission; the missions do not appear on the screen at the beginning, I think they should appear. The optional mission is completed by simply killing the enemies marked without the need to raise it as undead. To say also that in the end, the victory screen jumps before the cinematic ends.

In general, there is a lot of work to be done but I encourage you to continue. Try to make the kinematics more fluid and not so abrupt, also looking for models in the forum to give a more personalized touch to the campaign and try to improve the design of the maps a bit, in the first mission it sometimes feels very simple .

Greetings and encouragement (I will not score because it is only a demo)
Thanks for responding, about optional quest i couldn't figure out how to make count of risen units so i made it when killed to simplify. I already updated new hero models, it will be better in full release.
 
Level 2
Joined
Mar 3, 2018
Messages
7
Gameplay
I like the concept of legendary warrior corpse, wish it will be in future chapters and remain a very impactful factor in completing chapters. The gameplay that revolves around reanimating corpses to strengthen player's forces is a very enjoyable element of the overall gameplay. It is a shame that reanimated units cannot use spells, i wonder if there is any way to make it work. Getting reinforcements from graveyard is the lovable classic of undead gameplay. The penguin easter egg is a nice addition to the gameplay experience. Finding the hidden entrance is a good addition too.

Terrain
Lacking. The hidden entrance into the town and spider + murloc camp has a nice touch to the terrain path but the map can be more exciting.

I think thats about all the personal input i can offer. Really looking forward to your complete version of the map.
 
Level 6
Joined
Aug 27, 2013
Messages
101
Gameplay
I like the concept of legendary warrior corpse, wish it will be in future chapters and remain a very impactful factor in completing chapters. The gameplay that revolves around reanimating corpses to strengthen player's forces is a very enjoyable element of the overall gameplay. It is a shame that reanimated units cannot use spells, i wonder if there is any way to make it work. Getting reinforcements from graveyard is the lovable classic of undead gameplay. The penguin easter egg is a nice addition to the gameplay experience. Finding the hidden entrance is a good addition too.

Terrain
Lacking. The hidden entrance into the town and spider + murloc camp has a nice touch to the terrain path but the map can be more exciting.

I think thats about all the personal input i can offer. Really looking forward to your complete version of the map.
Thanks for respond, every map will have 1 secret corpse and about spells for reanimated i was thinking to change base spell to resurrection, but i don't know hot to change their classification to undead and change their color, maybe trigger.
 
Level 19
Joined
Jan 22, 2011
Messages
3,968
After a test a couple of things:

Mayor issues:
- There's no info for the player that they need to break the granary to get to the town from behind.

- The prologue has a victory screen to end them map instead of sending the player to the first map.

Minor issues:

- No hero aura for the hero
- A bit to easy maybe?
- Words and letters missing in some dialogues

You should also improve the description of the map here in the hive.

Set to Awaiting update
======================================================================

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

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

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

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 1
Joined
Jun 8, 2014
Messages
1
It's my first ever comment on hive and i felt like writing this. Map was really fun to play i hope you make another campaign based on this elements or improve this campaign even bigger and deeper.
 
Level 12
Joined
Mar 4, 2014
Messages
204
Small review.
~~Negatives/bugs~~

- After completing the prologue the first mission should start playing, but instead i got back to the main page of the campaign.

- In the second mission the knights that come at the end of the countdown can be avoided by just leaving the starting area, after that the knights run back to their starting position, which is kinda funny.

- There was a lack of boss type enemies on the human side, all missions except the last one, have no strong boss type enemy, so just killing all the humans is not only super easy but also pretty dull
At the end of every mission i end up having like 20+ creeps on my side left and i feel bad losing all of them when i continue to the next mission without having even a proper last fight.

- Some missions were too easy and some were a bit harder, for exemple the pirate/boat mission was too easy (i ended up having 40 resurrected mobs at the end of it).

- In the last Mission the spell "Second opportunity" doesn't seem to work on most creeps, it worked only on wizard type mobs.

~~Positives~~

- So the entire necromancer concept of resurrecting dead creatures/enemies that last forever and creating an undead army was very cool, i liked it a lot!
There is a lot of potential with this concept and i hope you will maybe do more missions/campaigns with it in the future.

- The story itself wasn't anything unique, just a revenge story, but it worked.

- Lots of new/interesting unit models, my favorite were of course the 2 main heroes and the Tidecrusher mini boss (especially watching him swim was really smooth and soothing :D)

smooth.gif
- The optional quests were decent.

I overall enjoyed the campaign,it was good!
 
Level 6
Joined
Aug 27, 2013
Messages
101
Small review.
~~Negatives/bugs~~

- After completing the prologue the first mission should start playing, but instead i got back to the main page of the campaign.

- In the second mission the knights that come at the end of the countdown can be avoided by just leaving the starting area, after that the knights run back to their starting position, which is kinda funny.

- There was a lack of boss type enemies on the human side, all missions except the last one, have no strong boss type enemy, so just killing all the humans is not only super easy but also pretty dull
At the end of every mission i end up having like 20+ creeps on my side left and i feel bad losing all of them when i continue to the next mission without having even a proper last fight.

- Some missions were too easy and some were a bit harder, for exemple the pirate/boat mission was too easy (i ended up having 40 resurrected mobs at the end of it).

- In the last Mission the spell "Second opportunity" doesn't seem to work on most creeps, it worked only on wizard type mobs.

~~Positives~~

- So the entire necromancer concept of resurrecting dead creatures/enemies that last forever and creating an undead army was very cool, i liked it a lot!
There is a lot of potential with this concept and i hope you will maybe do more missions/campaigns with it in the future.

- The story itself wasn't anything unique, just a revenge story, but it worked.

- Lots of new/interesting unit models, my favorite were of course the 2 main heroes and the Tidecrusher mini boss (especially watching him swim was really smooth and soothing :D)

View attachment 333232
- The optional quests were decent.

I overall enjoyed the campaign,it was good!
Yeah, i had problem with balancing enemy units, sometimes yes it's to easy. In the last mission i dissabled second opportunity for most of the creeps to make it little harder.
 
Level 1
Joined
Jul 4, 2019
Messages
4
Hello. I really like this map so far, completed 2 mission. But i have a few questions.
1. I found a pickaxe but couldnt use it anywhere, what is it for?
2. The penguin from the shop?
3. Where to find the item for ghost's optional quest?
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Loading screen image should be better cropped, there are these weird white shapes at the edges.
English needs a lot of correcting, but is understandable.
Cutscenes are unskippable.

Given how important Second Chance is to gameplay, it should have a shorter cooldown and maybe cost less mana.

Prologue:
Prologue doesn't send you to the next mission.

First level:
Lone Champion's grave keeps spawning corpses.
Bandit message can trigger from the other side of the trees.
Family Reunion: Farmers can't be raised, which I thought was the point.
Bloodfang: The sound plays, but the message is blank.
The lowermost rock chunk of the secret passage into town should be removed; it's hard to see with the trees and prevents large units from passing.

Second level:
Loading screen has no text or title.
The two villagers mining a rock in the NE don't flee after yelling.
The 4 ghosts wandering around are still around after the restless dead move on (also, surprised a necromancer would let them go instead of enslaving them).
Purgers' Orb of Lightning effect is on their feet.
There's a big blotch of blight with 3 summoning pedestals but nothing happens when Aneglur goes on it.
No ending cutscene?

Interlude:
No text on loading screen, just a title.
The previous mission should end by killing Keagan (and have him further back in the city) instead of killing everyone in the city.
Keagan has red hero glow.
The footman attacking the troll towards the end of the scene dies without being hit.
Aneglur is sometimes called Daemon.

Third level:
No explanation as to why you're on an island all of a sudden?
UI bug: the Quest and Menu buttons are shifted to the right for some reason.
The pirate's cave should be better indicated, I only found it by accident because a unit had wandered in there.
Ocean Master doesn't show its cooldown.
The creeps from the sidequest were automatically killed on passing the northern gate.
Ending cutscene needs a ceiling, you can see the sky in what's suposed to be a cave.

Fourth level:
Why no more reanimating enemies?
I'm not sure the ring actually works.
It's possible to get stuck at the golem trap as the initial door turns invulnerable.
Riddle isn't disabled after answering it correctly.
Well that twist came out of nowhere.
The boss should not have magical immunity.
The endboss' Flame Strike is stupidly overpowered. I get that you're supposed to evade it, but it should not do that much damage.
No ending cutscene.

Ending:
This should have been the previous level's ending cutscene.

Overall, interesting mechanics, but the plot could be better.
 
Last edited:
Level 6
Joined
Aug 27, 2013
Messages
101
Loading screen image should be better cropped, there are these weird white shapes at the edges.
English needs a lot of correcting, but is understandable.
Cutscenes are unskippable.

Given how important Second Chance is to gameplay, it should have a shorter cooldown and maybe cost less mana.

Prologue:
Prologue doesn't send you to the next mission.

First level:
Lone Champion's grave keeps spawning corpses.
Bandit message can trigger from the other side of the trees.
Family Reunion: Farmers can't be raised, which I thought was the point.
Bloodfang: The sound plays, but the message is blank.
The lowermost rock chunk of the secret passage into town should be removed; it's hard to see with the trees and prevents large units from passing.

Second level:
Loading screen has no text or title.
The two villagers mining a rock in the NE don't flee after yelling.
The 4 ghosts wandering around are still around after the restless dead move on (also, surprised a necromancer would let them go instead of enslaving them).
Purgers' Orb of Lightning effect is on their feet.
There's a big blotch of blight with 3 summoning pedestals but nothing happens when Aneglur goes on it.
No ending cutscene?

Interlude:
No text on loading screen, just a title.
The previous mission should end by killing Keagan (and have him further back in the city) instead of killing everyone in the city.
Keagan has red hero glow.
The footman attacking the troll towards the end of the scene dies without being hit.
Aneglur is sometimes called Daemon.

Third level:
No explanation as to why you're on an island all of a sudden?
UI bug: the Quest and Menu buttons are shifted to the right for some reason.
The pirate's cave should be better indicated, I only found it by accident because a unit had wandered in there.
Ocean Master doesn't show its cooldown.
The creeps from the sidequest were automatically killed on passing the northern gate.
Ending cutscene needs a ceiling, you can see the sky in what's suposed to be a cave.

Fourth level:
Why no more reanimating enemies?
I'm not sure the ring actually works.
It's possible to get stuck at the golem trap as the initial door turns invulnerable.
Riddle isn't disabled after answering it correctly.
Well that twist came out of nowhere.
The boss should not have magical immunity.
The endboss' Flame Strike is stupidly overpowered. I get that you're supposed to evade it, but it should not do that much damage.
No ending cutscene.

Ending:
This should have been the previous level's ending cutscene.

Overall, intersesting mechanics, but the plot could be better.
If farmers die again after getting raised they will trigger quest again so i wanted to evade that.In second level when you use dust in middle of blight secret boss will appear, in interlude yeah ex name of aneglur was daemon i missed some of them, for unknown reason Keagan keep changing his hero glow everytime. Third map it seems i forgot to add explanation for being there, as for creeps getting killed it's because i wanted to balance it a bit. Reanimation is disabled for most creeps in fourth level for balancing, ring decreases mana cost for Aneglur and increases heal for Keagan if you noticed. Anyways thanks for pointing on mistakes.
 
Last edited:
Level 5
Joined
Sep 16, 2019
Messages
80
I liked the campaign. Most of the issues have been mentioned by other members. For me the maps are larger than they should be and the only thing i would like to add is a suggestion for second chance. I think that units given the 2nd chance should keep their abilities. So healers can heal etc. It would make a better micro playing game. To balance the equities you can make quests harder. Good effort in total.
 
Level 1
Joined
Aug 10, 2019
Messages
1
I really enjoyed the campaign and all of the detail in, from the unique corpses you can find and reanimate to the unique items that are involved along with a fun array of skills in the hero's additionally the creeps were very refreshing. With that said I do think it could benefit from more levels but I hope to see more from this in the future. Overall very fun campaign
 
Level 6
Joined
Aug 27, 2013
Messages
101
I really enjoyed the campaign and all of the detail in, from the unique corpses you can find and reanimate to the unique items that are involved along with a fun array of skills in the hero's additionally the creeps were very refreshing. With that said I do think it could benefit from more levels but I hope to see more from this in the future. Overall very fun campaign
Thanks, stay tuned i will release update soon
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
New version of 2nd chance: I like that it keeps the unit's abilities, but...
Maybe have two non-hero spells, a debuff that reanimates the unit with its abilities, and the other animate a corpse without its abilities?

If Aneglur was a mage in life, why is he a fighter in undeath?

The Family Reunion cutscene played twice for some reason.

Two of the elite creeps have Command Aura.


2nd level:
If you wait for the knights at the beginning, they go to the entrance of the city, but then turn back if Aneglur isn't in range.
 
Level 6
Joined
Aug 27, 2013
Messages
101
New version of 2nd chance: I like that it keeps the unit's abilities, but...
Maybe have two non-hero spells, a debuff that reanimates the unit with its abilities, and the other animate a corpse without its abilities?

If Aneglur was a mage in life, why is he a fighter in undeath?

The Family Reunion cutscene played twice for some reason.

Two of the elite creeps have Command Aura.


2nd level:
If you wait for the knights at the beginning, they go to the entrance of the city, but then turn back if Aneglur isn't in range.
It would be too much to have 2 non-hero spells, How prologue says he abandoned magic and seeks power trough necromancy but why not to become battle-necromancer.
I fixed family reunion trigger and creep, but for knight i checked it and it works fine they found me beyond the city entrance.
71277753_864923910576685_5251197972967849984_n.png
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. -as with the Chaplain/mage in the prologue, some animations freeze after playing; here with the hero in the ending of the intro.
  2. -Unholy Rage is an autocast spell. You should make it look so with: Button Manager v1.8.2 Why not custom icons though since the spells are pretty much custom?
  3. -pressing ESC after the intro, triggers the fade out and cinematic mode off again plus the quest message.
  4. -from what we could see in the prologue, Aneglur was a novice; how was the character raised? And now, looking bulky, armoured and using an axe, not being weak, able to raise armies?
  5. -Unholy Rage's buff description is incomplete.
  6. -all this happening in the middle of the day!?
  7. -Aneglur the sociopath. I mean, at this rate even Hitler was a better person. Aneglur isn't even a person anymore.
  8. -why were the farmers barricaded like that with barrels and stuff?
  9. -family members don't even say anything when seeing their relatives risen and attacking them.
  10. -used Earl to kill Baldrick with some Unholy Rage help and Second Opportunity but the quest was failed. OK, it seems, I had to use the 3 skeletons from the nearby graveyard. I guess, I was lucky with Earl that the last hit was from one of the skeletons.
  11. -again, pressing ESC did what I mentioned earlier. You have to turn off that intro end trigger.
  12. -you should find another model for Aneglur in the prologue as it's the same as the Chaplain which I just raised.
  13. -when showing an update for a quest, you should show all requirements in the quest message and gray out those which are completed or at least write (completed) after them and leave the incomplete ones there; otherwise it looks like you've completed the whole quest or something.
  14. -for immersion, reaching a post sign could trigger a message to know where a road might lead or what place you're at.
  15. -villagers should run opposite from where the undead are coming from, not towards them if they come from the east.
  16. -is the Clockwork penguin useful for anything, a puzzle, a secret Easter egg place?
  17. -some ramps are glitched in the murloc zone.
  18. -the end scene should be better made; it's cinematic mode with locked camera on Aneglur which gets lost between the myriad of raised troops plus the hero might move during the scene which is nauseating.

  1. -chapter 2 hasn't been made visible in the campaign screen.
  2. -Aneglur doesn't appear.
  3. -doomed? Really, with that army?

Could be a game cache trigger issue or a compatibility one as I'm playing on 1.31.1.

Awaiting Update.


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Level 8
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Aug 13, 2018
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338
Hello, I played the map and I must say good work.
There is 4 notes that I thought I should say them:
1.In the isles chapter, quests has a bug: when you complete dark tides, undiscovered campeign becames complete.
2.In the last chapter, you must recuit the murloc to open the gate for you, but you can use scepter of sea instead and recuit Slade (that has a 100 attack damage) so you can kill anything with it and your hero's damage increase ability, I don't know you know this or this happened naturaly, anyway I think it's a bug.
3.Why your hero is a living unit? You can heal him with holy light.
4.Why you show a moment twice? Killing Keagen and Killing Roddrick (one in game and one in cinematic) You can end game when their hitpoints reduces to 1%.
Ignoring these notes, you made a very good campeign with acceptable story.
Also I like the axe, that Aneglur takes it from a guard.
 
Level 6
Joined
Aug 27, 2013
Messages
101
Hello, I played the map and I must say good work.
There is 4 notes that I thought I should say them:
1.In the isles chapter, quests has a bug: when you complete dark tides, undiscovered campeign becames complete.
2.In the last chapter, you must recuit the murloc to open the gate for you, but you can use scepter of sea instead and recuit Slade (that has a 100 attack damage) so you can kill anything with it and your hero's damage increase ability, I don't know you know this or this happened naturaly, anyway I think it's a bug.
3.Why your hero is a living unit? You can heal him with holy light.
4.Why you show a moment twice? Killing Keagen and Killing Roddrick (one in game and one in cinematic) You can end game when their hitpoints reduces to 1%.
Ignoring these notes, you made a very good campeign with acceptable story.
Also I like the axe, that Aneglur takes it from a guard.
i will check those bugs, nice point with scepter of sea i overlooked that. I think i checked aneglur as undead i will check that to.
moderators complained for plain ending of chapter 2 and 4, so i put ending cinematics
for that quest bug on chapter 3, how do you mean undiscovered quest became completed, so you didn't even knew for that quest until you completed it?
thanks for comment
 
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Level 8
Joined
Aug 13, 2018
Messages
338
for that quest bug on chapter 3, how do you mean undiscovered quest became completed, so you didn't even knew for that quest until you completed it?
When you start chapter, there is a quest: Dark Tides, that you can complete it with recuit 3 giants. But when you recuit them, Dark Tides quest doesn't complete, undiscovered quest does.
Also you will never know what the undiscovered quest is it.
You must seek the problem in your trigger editor. I don't know, may this happened for my old patch 1.26a.
thanks for comment
You're welcome, Maps need feedback to become better.

Edit: One more thing: The last cinematic hasn't loading screen.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Same issue, the hero does not appear in chapter 2. It works on 1.27 though. But we require it to work on the latest patches as well.

Awaiting Update.

(previous comments: Rise of the Necro Knight v1.2.)

EDIT: no updates in 3 months. Substandard.



EDIT: sorry. It was my fault that I couldn't get the game cache working for some weird reason that needed a new game profile to make it work.

  1. -the footman and captain raised units have the same icon.
  2. -Unholy Rage's buff icon is Unholy Frenzy.
  3. -maybe you should try making more custom stuff like items: dragon scales/claws/something.
  4. -why so aggressive with the ghosts? What trickery? Didn't he see undead/ghosts before? He's a necromancer anyway.
  5. -pressing ESC after some time or the first quest(?) triggers the main quest message again and the timer for the guards.
  6. -maybe a custom wolf claw icon for the wolf's item.
  7. -also custom icons for the items that have the same icon like the ogre warlord's gauntlets which has the same icon as the ogre gauntlets of strength.
  8. -Maul of Brute Strength says it gives 2 STR when on the ground but when you have it in the inventory it says 1. It gives 2 in reality though.
  9. -many ramps have visual glitches.
  10. -funny thing is that where you're supposed to dig doesn't look like soft ground but rocky :D
  11. -could be nice for the Scepter of the King to have a little story description, maybe how it came to be buried there and stuff.
  12. -I think upkeep should be disabled since it does nothing but annoy when it appears.
  13. -Fungus Power is just renamed Blood Lust.
  14. -I like it that you name places with text. More immersion would be even better.
  15. -creative thinking with the Force of Nature secrets since you have to be careful to consider converting that Sasquatch. Ah wait, you can buy machines as well for that.
  16. -not sure why the Troll Marauder would just join your cause without being turned though.
  17. -went crazy and searched for murlocs with the dragon over water :D
  18. -it was obvious for me but you should write notice that the tome appears near the hero after killing all murlocs because you might miss it when you have a full screen of units.
  19. -wouldn't hurt to have a backpack. It takes lots of time to go from place to place if you need an item for something specific like the Dust of Appearance. At least some Boots of Speed :D
  20. -if it's a town invasion, why are the civilians outside?
  21. -why does everybody know him even the villagers?
  22. -Keagen is weaker than Chad, not even a hero?
  23. -Aneglur turns with his back to Keagen after he finishes hitting him and then turns to face him again.

  1. -it wasn't necessary to show them battle at the end of chapter 2 if the interlude was supposed to show that and differently.
  2. -you can see through Keagen's foot when he's down. The camera should be a bit from behind.
  3. -rised Keagen has no portrait.
  4. -might have worked for the first two levels but now it's getting cliche to always start over with the troop collection process plus it's repetitive gameplay.
  5. -Keagan has no hero glow. You could simply add some: How to add Hero Glow without Modeling
  6. -the Dark Tides quest doesn't gray out the creature names in the quest log as well.
  7. -not sure if intended but troops can get through the corals to the king crab but not the ship.
  8. -the other undiscovered optional quests finishes but not the one with recruiting beasts.
  9. -ha. A free unit again (Ocean Vanguard).

  1. -nothing to lose? Everything was just for revenge? OK, I guess although, since he's weakened that would put his revenge in danger.
  2. -Second Opportunity is limited but you did not mention what that means. And the it completely disappears after you hit the lever.
  3. -you can summon two murlocs past the locked gate.
  4. -what if you didn't take the scepter from the murloc king? How can you finish the chapter then? Because if you kill the murloc without realizing you have to posses it, it's game over. Good thing it's at the start of the map.
  5. -Corpse Blast is just Frost Nova. And it's nothing about corpses anyway.
  6. -Soul Storm=Tranquility.
  7. -climax: Rodderick is a demon. I'm not sure what you wanted to convey with this whole story.
  8. -poor Keagan :D Listen to him, after he reanimated him.
  9. -indeed a fool Rodderick.
  10. -no idea why you made an interlude for 30 seconds when you could have put it at the end of the chapter as a cinematic scene.

While the gameplay is relaxing and quite OK, the story is substandard in that it doesn't really make you feel anything, doesn't really try to send a message. It's more just there so the campaign won't be without one.

Approved.
 
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