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The 100 Year War

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is my first time creating a campaign and I hope to get better through community feedback. Even now as I write this description, it's definitely lacking to what I've seen from the community. Either ways, I hope to improve and get better so please inform me on what I can do to improve - whether it's cinematics, gameplay, triggers, dialogue, bugs, etc.

OVERVIEW
The 100 Year War
Set on the Continent, the story focuses on the great war between two superpowers - The Erebonian Kingdom and the Stormgrand Empire.

Inspiration:
The campaign I have in mind is heavily inspired by the Legend of Arkain Series. While I am in no way close to his/her work, I hope I can slowly get better at creating such maps.

Map Issues:
The first map I believe I have fixed some of the issues, but if you find anything that I have not, please let me know. This is the second map to the campaign and while I have play-tested it, there might be bugs or triggers that I failed to consider. Please inform me if I had messed that up so that I can fix it.

Also I'm still not fully understanding about Game Cache so carrying the Hero over is not yet available until I can properly tweak it in.


Patch 1.01 (5th March 2021)
- Added loading screen map.
- Changed price of Erebonian archer from 205 to 165.
- Removed upgrade Keep. Also updated the upgrade requirements for Long Bow.
- Updated selection scale of the Magical Golems. Previously they were too big.

Patch 1.02 (14th April 2021)
- Added second map to the campaign. You can find the first map here:
- Custom music used in the second map is the rightful property of Nihon Falcom taken from their games "Trails In The Sky FC" and "Trails of Cold Steel 2"

Patch 1.03 (21st April 2021)
- Updated both first and second map. Game Cache finally works! Hero can now be carried over to the second map! Although you guys will have to manually open the second map. It won't automatically play the second map like a normal campaign would.


189467-4b2a6663d8c1dbdb63bab4a4b34b9c08.jpg

Map of The Continent that the campaign takes place in
Contents

Investigation (Map)

Just Another Day (Map)

Reviews
Each chapter should have a small description in map preview. You have to mention the authors of the resources you've used in your campaign. Simply click on "View resources in use" and you'll find them all in case you forgot any. You should set the...
Level 15
Joined
Feb 2, 2009
Messages
154
Honestly loved the dynamic and I can tell that you focused a lot on cinematics as they are fun to follow. Didn't ever feel like I was mashing the ESC key to get past them.

That said, there are a few points of feed back I would like to give, first primarily being the issue with the Footsoldier's model:

Capture.PNG

After some digging in the editor it looks like the model Greinzerstraum Foot Soldier.mdx may be corrupted or something else, possibly just on my end?:

Capture1.PNG


But finally just a minor typo from Velan, which only stood out to me due to the focus on the cinematics:

Capture2.PNG

Other than that I had alot of fun, though i went into the editor and made the Footsoldier's model a normal footman so that I could have some faces for the dialogue. After these issues are fixed I'll give it a rating and I'm looking forward to seeing more!
 
Level 4
Joined
Jan 18, 2016
Messages
29
Honestly loved the dynamic and I can tell that you focused a lot on cinematics as they are fun to follow. Didn't ever feel like I was mashing the ESC key to get past them.

That said, there are a few points of feed back I would like to give, first primarily being the issue with the Footsoldier's model:

View attachment 374728

After some digging in the editor it looks like the model Greinzerstraum Foot Soldier.mdx may be corrupted or something else, possibly just on my end?:

View attachment 374730


But finally just a minor typo from Velan, which only stood out to me due to the focus on the cinematics:

View attachment 374731

Other than that I had alot of fun, though i went into the editor and made the Footsoldier's model a normal footman so that I could have some faces for the dialogue. After these issues are fixed I'll give it a rating and I'm looking forward to seeing more!

Hey thanks so much for the feedback. I'm glad you're so far enjoying it and I'll try and fix these issues as soon as possible.
That's weird that the Footmen were the issue. I actually just had an issue earlier where all imported models could not be loaded and when I went into the Import/Export manager, they were all down to 0KB. So I had to re-import the models.

Would you happen to know what's causing this? Is this just a Reforged editor bug or the models itself are corrupted?

Also as you can tell, I am new at this. When I've made changes or updates, do I just re-upload them and then put on patch notes? How do I go about doing this?
 
Level 15
Joined
Feb 2, 2009
Messages
154
I just restarted it in reforged mode to find that the models were indeed there! So it looks like imported reforged models will only not appear when playing in SD mode. So I am glad it wasn't the model it was just my own error. Not sure what can really be done about that unless there is some way to add models for SD graphics.

As far as changes and updates go, I wouldn't be entirely sure as I mostly lurk and hype about content rather than posting anything original, I imagine there would be some information in forum rules.

Regardless, the model issue was my only major gripe so im glad that its not related to the map or model!
 
Alriggght...!
So I played the map and I think it's pretty cool.
The new HD models are awesome and the dialogue/story is interesting.
I look forward to continuing the story and slaying more monsters :D

Now, I did notice a few bugs. Nothing game breaking or anything, just something that could use a little polish.

- The Archers arrow projectile are instant, which looks a bit weird.
- The Magical Golem's selection circle is pretty big for how small the guy is. (I like how he does siege dmg btw)
- Although the terrain is nicely decorated, I feel like it's pretty flat when it comes to height variation.
- The "Improved Bows" upgrade requires a Tree of Life.
- The "Keep" upgrade is available but has no use.
- Dialogue is cool but has a few typos in some cases.

I hope this is helpful!
 
Level 4
Joined
Jan 18, 2016
Messages
29
Alriggght...!
So I played the map and I think it's pretty cool.
The new HD models are awesome and the dialogue/story is interesting.
I look forward to continuing the story and slaying more monsters :D

Now, I did notice a few bugs. Nothing game breaking or anything, just something that could use a little polish.

- The Archers arrow projectile are instant, which looks a bit weird.
- The Magical Golem's selection circle is pretty big for how small the guy is. (I like how he does siege dmg btw)
- Although the terrain is nicely decorated, I feel like it's pretty flat when it comes to height variation.
- The "Improved Bows" upgrade requires a Tree of Life.
- The "Keep" upgrade is available but has no use.
- Dialogue is cool but has a few typos in some cases.

I hope this is helpful!


Hey thanks very much for the feedback. I'm glad you're liking the story so far and as for the bugs:

-Ah right, the archer was based on the riflemen so when I made the unit, I must have glimpsed over the changes on the projectile. I'll work on changing that.
-Hmm any suggestion on how I should change about the Magical Golem selection thing?
-You're right. I'll try and improve on my terrain design
-Again, that slipped my mind. will fix that.
-Forgot to disable the Keep upgrade. Thanks for pointing it out!
-I will try and look fix the dialogue typos when I can

Once again thanks for your input!! Appreciate it!
 
Hmm any suggestion on how I should change about the Magical Golem selection thing?

Yeah, so changing the "Art - Selection Scale" value in the unit editor to a number like:

"1.5" for Magical Golem (level 1)
"2" for Magical Golem (level 3)
"3" for Magical Golem (level 3)

This would look nice I think.
 
Level 5
Joined
Sep 3, 2017
Messages
92
Hello! Tried your map out. Decent first start to a campaign. Terrain is nice and the gameplay flows well for its short playtime. I do have a few things to note, nothing game-breaking or anything though:

The archers, since they're based on the Rifleman unit, have their attack types indicating that they're upgraded with Black Gunpowder which doesn't make sense, haha. I suggest changing that to something else, like Improved Arrows or something similar, even if the upgrades aren't utilized in this map. It all falls well into immersion.

The Lumber Mill, while most people won't probably build, has an upgrade for Improved Lumber Harvesting. This requires a Keep, which is disabled. If the upgrade will be present in future maps, I suggest disabling it for now as well.

The Town Hall has the Research Backpack upgrade, which requires an Arcane Vault. Same sort of stuff applies to what I said about Improved Lumber Harvesting.

Otherwise short and fun map. Hope this helps.
 
Level 9
Joined
Oct 1, 2015
Messages
352
I'm having a little technical issue
The map isn't appearing in my maps folders, could it be because of the version I'm using? v1.29.2
 
Level 4
Joined
Jan 18, 2016
Messages
29
Hello! Tried your map out. Decent first start to a campaign. Terrain is nice and the gameplay flows well for its short playtime. I do have a few things to note, nothing game-breaking or anything though:

The archers, since they're based on the Rifleman unit, have their attack types indicating that they're upgraded with Black Gunpowder which doesn't make sense, haha. I suggest changing that to something else, like Improved Arrows or something similar, even if the upgrades aren't utilized in this map. It all falls well into immersion.

The Lumber Mill, while most people won't probably build, has an upgrade for Improved Lumber Harvesting. This requires a Keep, which is disabled. If the upgrade will be present in future maps, I suggest disabling it for now as well.

The Town Hall has the Research Backpack upgrade, which requires an Arcane Vault. Same sort of stuff applies to what I said about Improved Lumber Harvesting.

Otherwise short and fun map. Hope this helps.

-Ah yes, about the Rifleman I will change up their upgrades but I didn't yet because it was only the first map so I didn't think it was necessary yet. But I should really get to it haha.
-I must have forgotten to disable the improved lumber harvesting upgrade. I'll disable it in the next patch.
-Again another error on my part

Thanks for your feedback!
 
Level 5
Joined
Sep 3, 2017
Messages
92
I'm having a little technical issue
The map isn't appearing in my maps folders, could it be because of the version I'm using? v1.29.2
Most likely. The map has custom assets only meant for Reforged so I can only assume it only works on 1.32.
 
Level 7
Joined
Oct 22, 2004
Messages
67
greetings! when i saw the map, i was curious if i encountered another falcom fan.. and lo and behold, i was right! [erebonia is what caught my eye :p]kudos to you for bringing this concept! i hope you will develop this further.
cheers
 
Level 4
Joined
Jan 18, 2016
Messages
29
greetings! when i saw the map, i was curious if i encountered another falcom fan.. and lo and behold, i was right! [erebonia is what caught my eye :p]kudos to you for bringing this concept! i hope you will develop this further.
cheers
Haha yes I'm a Falcom fan. Have been playing the Trails series since 2017 but unfortunately the only inspiration I took is the 100 year war (originally 100 day war) and just took the names from the game.

Also a little backstory is that the Continent is actually used for my D&D campaign I play with my wife and friends. The 100 year war was something I thought up of during one of the sessions and the players were interested in it but I just summarized what happened. I then decided I wanted to explore the events but through Warcraft lol
 
Level 7
Joined
Oct 22, 2004
Messages
67
bit off topic, but yes, the lore they can come up with, is insane. my first falcom encounter in wc3 was via "wonderers of sorceria" custom campaign by razorclawx . it had the Ys motiffs, among other stuff. but never the less, im hooked up to the dominant, and less dominant arcs they built. the music most certainly helps. and again, kudos to the warcraft implant and into dnd, the enviroment certainly feels fitting to it!
 

Deleted member 247165

D

Deleted member 247165

Each chapter should have a small description in map preview. You have to mention the authors of the resources you've used in your campaign. Simply click on "View resources in use" and you'll find them all in case you forgot any.
You should set the loading asset strictly to Reforged because most people use classic and the campaign will load in those assets, resulting in missing models or disabled icons. You can simply do that in the World Editor.

First chapter
-the loading screen can be enlarged to cover the whole screen. There's a tutorial made by Mayday if you need it.
-the environment is okaish, cinematics are well presented and the story is interesting.
-for some weird reason, I couldn't enter with all my units or with Valen in the Gnoll territory from the forest in the middle of the map. Only 2 of my units were able to enter. Might be a bug or something or intentional, but it is not described why the region cannot be accessed with all units.
-the lumbermill side quest has a bug in its description. I went straight for the second camp and once I destroyed the lumbermill, in the quest it turned to 3/3 even though I didn't destroy the first camp that contains 2 lumbermills, so the 3/3 is confusing.
-no consumables hidden in barrels or neutral buildings ? :( I was expecting them to have something inside. The Granite Golem didn't drop anything either.
-the story continues at the end. I liked the last will of the Stormgrand Captain.

Second chapter
-same thing with the loading screen.
-the portrait of the Erebonian Archer is bugged, I suppose it's related to the model or how you've imported it.
-empty barrels and crates here as well.
-the dark tone of the font you've used to highlight damage values or healing values can be hardly understood, you should change it to bright red or pink or another color.
-the Erebonia Cavalry units have the Ensnare ability but it is not researched and there is nowhere to research it, making it literally useless. (I was expecting the upgrade to be available in the Barracks once I found the allied base, but it wasn't)
-the enemies drop items in this chapter.
-the environment is decent but it needs a lot of improvements on the basics, the placement of the doodads seems a bit random, some areas near water should be fixed with the smooth since the ground leading to them looks like a weird triangle.
-in the ending cinematic after the Troll Warlord dies, there are some really weird lines of the protagonist. " Why are the monsters attacking the outpost" and "What could they be doing in the Erebonian territory". Those are already explained in the first chapter. The monsters are controlled by the Stormgrand Dwarves and their Captain said that the Great War has begun. The reason why they attacked in chapter 2 is quite obvious.

It has a nice start but it lacks a lot of stuff in it. Alpha or beta maps or campaigns go in here: Map Development

Set to simple.
 
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