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The Land of Valenia ORPG v0.1.0a

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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The Land of Valenia

Brought to you by:
Donach
[email protected] or [email protected]


Stage:

Alpha v0.1.0a

Foreword:

I am finally releasing my map, after long 6 years since the development on it started. Since then, lots of things changed, War3 is not played (sadly) as much, however, I still carried my original files with me as I was always "prepared to finish it".
(Just a note here - even though the development originally began on 2011, the project was abandoned for about 98% of the time. In the remaining 2%, I have mostly drawn plans and ideas on how the map should look like when 100% done, and as it was just too much, it was never realized... Until now, very small fraction of these ideas was put together into this Alpha release.)

The map you can see here is far from perfect, I am quite certain there are guys making better maps. However, my intention was to show what a Twilight's Eve successor can look like, if certain things are changed, in my opinion in better direction, as that map was my original pusher to even open editor and start working on this map.
Another thing is that there is "not that much" of a content in this release. For past 10 days, I have pushed hard to finish the map into playable release, as if I would like to push the "original 1st intended release", that would take at least another 50 days (or so), which I do not want to "waste", if there is no interest.
Therefore, you, players, decide on whether the map gets extended or stays like this forever.

Thanks to anybody reading this and trying my map out.
Have fun!


Story:

Kingdom Valenia was once very beautiful place to live. Many places to lie down, rest a little after tough work in living nature, full of friendly animals. Life here was like fairytale. But dark times fell upon the Kingdom. For several years, the crops yields have been shrinking, people started to starve, they had less money and there wasn’t enough work. Decay has spread throughout the land, leaving behind many corpses, complicating the life of the still living folk even more. Devious creatures have sensed all of this, and they came out of shadows...

Your story begins in dirty tavern, so called Wild-Storm. Here, you begin your journey in revealing the dark powers spreading throughout the land. Will you be able to find and stop them?



Basic featuers:

ORPG with basic Save/Load system
Two playable classes
Custom-tailored Inventory Management System with up to 11 items
Maximum level is set to 100
12 quests to drive you through the story in cinematic dialogue fashion
and more!



Credits:
The idea of creating this map started, when the creator of Twilight's Eve have decided, that further versions will no longer be public. Because I really like TEVE, although its not perfect map, I wanted to 'continue' in making map of this style.
So, the core of this map and my source of inspiration belongs to Green_Day_Dance and I have to thank him a lot for my his map and my inspiration also.

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Contents

The Land of Valenia ORPG v0.1.0a (Map)

Reviews
deepstrasz
1. I went back to the captain or whatever with the potions but nothing happened. 2. Message about completing the Nasty Babies quest after killing another troll baby repeats. 3. Too many troll units. A bit of diversity wouldn't hurt. 4. Naisha? 5...
Level 1
Joined
Oct 21, 2017
Messages
7
Hey, I just downloaded the map to try it out.
Some things are quite funny - my War Stomp and Thunder Clap abilities actually harm friendly NPCs as well (I kind of killed 2 children with them). The guards will also continuously follow you if you do that, but not be able to attack you;
When I'm done with a quest and still do what was asked of me (Like after I'm done killing 9 trolls and kill more of them on the way back) I'll constantly get the pop-up saying that I completed the quest;
I haven't met a problem with the triggers for now, the terrain is fine and not too heavy on the eyes and it doesn't look like a catastrophe in terms of grammar (a bit widespread problem).
It has great potential from what I've seen - so far it's light in terms of space, won't end too fast and it's fine if you want to do something for a bit. As long as you keep working on it, I'm sure it will become something better.
 
Level 6
Joined
Jan 26, 2012
Messages
230
yay for something new and exciting!

Played a bit, but not too much. Maybe it's only me, but I really dislike starting with "peasants". You basically waste the beginning of the game running around like an idiot. Why not simple start as archer, knight etc ?

As for the map, it has great potential. A lot of systems are implemented like camera zoom etc, that's good. The obvious thing would be just add more stuff.

I don't like these inventory systems. Once you have too many items they lose value. Original W3 does a great job with 6 slots. You have to make important decisions as to what to put there. I didn't play a single W3 map where the multiple inventory was implemented properly...

The terrain, the quests are great and do the job...Damn tired now, need to sleep. Overall a great first impression with some fundamental design flaws in my view. (others might disagree).

Hope to see more. Also, if you need something specific tested or need an opinion, just say and I'll do it.
 
Level 6
Joined
Jan 12, 2011
Messages
110
Hey, I just downloaded the map to try it out.
Some things are quite funny - my War Stomp and Thunder Clap abilities actually harm friendly NPCs as well (I kind of killed 2 children with them). The guards will also continuously follow you if you do that, but not be able to attack you;
When I'm done with a quest and still do what was asked of me (Like after I'm done killing 9 trolls and kill more of them on the way back) I'll constantly get the pop-up saying that I completed the quest;
I haven't met a problem with the triggers for now, the terrain is fine and not too heavy on the eyes and it doesn't look like a catastrophe in terms of grammar (a bit widespread problem).
It has great potential from what I've seen - so far it's light in terms of space, won't end too fast and it's fine if you want to do something for a bit. As long as you keep working on it, I'm sure it will become something better.

Hello,
Thanks for the feedback!
I found out after the release about the killing of guards - that is quite unfortunate :). I'm still considering leaving it there "just for fun", however, the map should kinda take logic into account and killing kids and allies in general is not really the intention :).

I am not aware of the guards following, could you describe it in more detail please?

About the pop-up - that is actually intentional :), not a bug. However you are quite right, since there are many Troll Babies, I could actually turn it off just for this quest...

Well, I consider myself "quite educated" as grammar goes, however, mis-clicks probably are here and there...

Thanks for the kind word though. I am very hugely considering continuing working on it and feedback (both negative and positive) is very helpful in making it more fun!

yay for something new and exciting!

Played a bit, but not too much. Maybe it's only me, but I really dislike starting with "peasants". You basically waste the beginning of the game running around like an idiot. Why not simple start as archer, knight etc ?

As for the map, it has great potential. A lot of systems are implemented like camera zoom etc, that's good. The obvious thing would be just add more stuff.

I don't like these inventory systems. Once you have too many items they lose value. Original W3 does a great job with 6 slots. You have to make important decisions as to what to put there. I didn't play a single W3 map where the multiple inventory was implemented properly...

The terrain, the quests are great and do the job...Damn tired now, need to sleep. Overall a great first impression with some fundamental design flaws in my view. (others might disagree).

Hope to see more. Also, if you need something specific tested or need an opinion, just say and I'll do it.

Hello,
Thanks for the feedback, very appreciated.

Usually, other maps I player you either start as some character and you are the single character for the rest of the game. Here, I wanted follow the "bottom to top" way of levelling. Also, during the gameplay, I assume the player will be better "informed" on what to choose as his next class. That is also the reason why the starting chars have 3 abilities at start (and I may add 4th).

About the Inventory system - you are partially right. However, I like the "logic" in the system in a way that you equip your hero with various items. It's not like you will have 4x Super Imba Sword and 1x Super Imba HP/MP boost and 1x potion. I am also using quite huge portion of the bag for quest items, which are part of almost every quest - this partially retakes the role of "having to choose" in a way, that you have to think twice what quests do you really want to do (since you can have like 5 quest at the same time), and if you still want to carry potions, and still be able to grab some loot from dungeon - well, this should lead to also some hard choices :).
I will monitor this, however, it is unlikely that I will remove this from the game - I kinda like it, and after I spent so much time on creating and polishing the system, I'm not just throwing it away.
AND don't forget one thing - this system makes it VERY easy to give practically any ability to the hero, and I like this variability a lot.

The terrain received a few notes already - I do not think myself as pro terrainer, and the design was actually done long time ago :). However, what is not working as expected, is Aggro/threat system (not made by me), which gets bugged after some time, and you get swarmed with creeps - as the terrain is designed in a way that you should encounter many camps, not one super huge camp...

All in all, thank you again for the feedback, I'll take it into account.
 
Last edited:
Level 6
Joined
Jan 26, 2012
Messages
230
1)I understand what you are saying. However W3 has been out for 10+ years. Anyone who plays an RPG maps knows the basics. If I want to play a ranger, or a tank, I already know this. The only difference might be the skills themselves, however because I can't get a preview I need to guess. Giving players more info, maybe showing what skills the starting classes have before chosing will help out a lot more. Anyway...this is not some huge fault of the map, it just feels like wasted time, felt the same in twilights eve orpg.

2)This is where good item design comes in place. One of my favorite maps: The Black Road does this. With enough items your strategy becomes important, getting good at one thing means you suck at another and there's always 1 more item to get to fit your playstile and hero. As a sidenote, having to bother with quest items is not a good idea in my view.

3)I like the system, it's just too big. I think the best compromise would be to limit the number. Have you planned out item system?

For example(for your system):
Slot 1: your weapon
slot 2: your class item
slot 3: your medalion.

For the hero:
slot 1: potion that can't be dropped( but can be exchanged and upgraded
slot 2: Boots that can't be dropped ( but can be exchanged and upgraded ) ( both are here because they need to be clicked for effect)
slot 3-6: random items to round out your character

This way of doing this gives you a lot of options, and is also not easier to create and ballance. In this example, you would need 5-10 types of potions of different levels. Make the upgrade costly but the switching between them free(cheap, or relative to hero/skill level). Same applies to medalions, a limited number of strong options will be great.

The new inventory system is great, but it's too much. It is possible to make it good but it will take you a very,very long time and effort. Also, it's impossible to balance. Very fast, players will figure out crazy combinations that you didn't intend. If you want to stop this, you need to make all items boring, again no good.
 
Level 6
Joined
Jan 12, 2011
Messages
110
1)I understand what you are saying. However W3 has been out for 10+ years. Anyone who plays an RPG maps knows the basics. If I want to play a ranger, or a tank, I already know this. The only difference might be the skills themselves, however because I can't get a preview I need to guess. Giving players more info, maybe showing what skills the starting classes have before chosing will help out a lot more. Anyway...this is not some huge fault of the map, it just feels like wasted time, felt the same in twilights eve orpg.

2)This is where good item design comes in place. One of my favorite maps: The Black Road does this. With enough items your strategy becomes important, getting good at one thing means you suck at another and there's always 1 more item to get to fit your playstile and hero. As a sidenote, having to bother with quest items is not a good idea in my view.

3)I like the system, it's just too big. I think the best compromise would be to limit the number. Have you planned out item system?

For example(for your system):
Slot 1: your weapon
slot 2: your class item
slot 3: your medalion.

For the hero:
slot 1: potion that can't be dropped( but can be exchanged and upgraded
slot 2: Boots that can't be dropped ( but can be exchanged and upgraded ) ( both are here because they need to be clicked for effect)
slot 3-6: random items to round out your character

This way of doing this gives you a lot of options, and is also not easier to create and ballance. In this example, you would need 5-10 types of potions of different levels. Make the upgrade costly but the switching between them free(cheap, or relative to hero/skill level). Same applies to medalions, a limited number of strong options will be great.

The new inventory system is great, but it's too much. It is possible to make it good but it will take you a very,very long time and effort. Also, it's impossible to balance. Very fast, players will figure out crazy combinations that you didn't intend. If you want to stop this, you need to make all items boring, again no good.

I will certainly give this a second thought...
I may reduce the number of items to just a few, not more than 6 lets say...
I would like to still keep the inventory as it is now - to me, it just "feels better" when doing a quest to actually have something "in hands", rather than just having text written on the screen - that does not feel the same (at least to me :) )...

Anyway, thanks for the comments, I'll be definitely giving it a look!
 
Level 1
Joined
Oct 21, 2017
Messages
7
I am not aware of the guards following, could you describe it in more detail please?

It's quite simple actually - whenever I use the spells and harm friendly NPCs (or the guards themselves) in the town, they will begin to follow me. It's like the AI put me as an enemy for them, but I am not sure why they do not attack me - it's either I'm actually not put as an enemy and they have some weird desire to follow me, or friendly fire is turned off for them - thus they are ordered to attack, but at the same time being unable to. Considering I've nearly never worked with the world editor and don't know how the AI plays precisely, I'm afraid I can't give you more than what I've seen.
But it's rather funny and I don't mind it, mainly due to the paths not being as thin as a stick and them (I think) taking the trolls into a bigger account, so I don't think they pose any real problem... unless you somehow get yourself stuck forever, surrounded by obsessed guards.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. I went back to the captain or whatever with the potions but nothing happened.
2. Message about completing the Nasty Babies quest after killing another troll baby repeats.
3. Too many troll units. A bit of diversity wouldn't hurt.
4. Naisha?
5. Check pathing. You can climb the cliff south where some trolls, a wolf, some cages and a cauldron are.
6. Couldn't find 4 villagers to join the militia. Some of them can't even be reached (for instance, those near the campfire). I guess some of them change their minds or did I miss clicking one. Now I've got three. Found the last one too, clicky-clicky.
7. Where did the villagers form the cage go? The Commander says I still have to find them.
8. I guess Adventurer's Torch should have an active icon. You could use this program to make it look so: Button Manager v1.8.2
9. Equipment is scarce; there's not something to choose from but to receive as reward.
10. You can get to the undead east/right of Penthesilea...
11. Pretty much rinse and repeat gameplay.

The map is in incomplete state from what it says it should be. However, it does provide some long playtime and is also multiplayer.
For work in progress you should go here: Map Development

Hopefully you will update either that or I'll set it so Substandard.
You have not credited some imported things like those pants icon so,

Awaiting Update.

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