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The Shattered Kingdom v1.13d

Current Version: 1.13d
Current State: Open Beta
Map Genre: Spawn-based RTS

This game is a Spawn-based RTS map, meaning it falls into the same genre as a shit load of LoTR and Azeroth based games. However, like Colony Builders, I did something new. Well, maybe not so new, I'm not sure how many other maps have done something similar, but I implemented resources into the map. These resources unlock different upgrades and special abilities for the player to harness. This allows for some interesting turn of events in a match.

Along with this includes a spawning system that I haven't seem in any other games, and will therefore label it unique, where you troops are spawned based on you Military Technology level and the level of your Settlement facilities.

This game has 2 different unit groupings, Combat and Support Troop Types. Each grouping has 3 Types, with the Combat Types having 4 different tiers an the Support Types only 3 (for the most part). Each unit (except for Priests) has at least 1 Ability that is based off upgrades an 1 Ability based on the number of resources you own.


You start off with a handful of Tier 3 units and your Faction Leader. The Faction Leader starts off weak, probably weaker than Tier 3 units and definitely weaker than Tier 4 units. But as he levels up, he does become a force to reckon with. He is capable of turning the tide of a battle. With that said, he is not able to do all the fighting for you.

Your troops start off in the only Settlement you own with the Settlement being at the lowest level of advancement. All Settlement facilities are at Tier 1. The Settlement contains:
fasettlement06.jpg

.1 The Gate House - Contains the Open and Close Gate commands. If this structure isn't destroyed during a siege, the defending player is able to continuously close the gate when its destroyed; allowing the towers to decimate the sieger army.
.2 The Main Building - Responsible for turning the spawn on and off, provides income, and whoever owns it controls the Settlement. Each Tier increase increases it's HP and the income gained from the Settlement.
.3 The Barracks - Responsible for the spawning of Combat Type Troops. Each increase in Tier increases the number of each different Combat Troop spawn by 1.
.4 The School - Holds Tower, Range, and Siege upgrades.
.5 The Church - Responsible for the spawning of Priests and reviving Faction Leaders. Each increase in Tier increases the number of Priests spawned by 1.
.6 The Blacksmith - Holds Combat and Support troop upgrades including Hit Points, Movement Speed, and Ability levels.
.7 The Training Yards - Responsible for the spawning of Officers and Archers. Each increase in Tier increases the number of Archers spawned.
Four Towers Foundations - Upgrades into Towers to protect the Settlement.

When the game starts, the player is left to his own devices. However, it becomes quite obvious that just standing around your base won't do you any good. The player has to open the gate and start exploring the land and capturing resources and settlements. There are 8 of each Resource, 9 Shipyards, 18 Farms, and 21 Settlements. The player's objective is to reunite the Kingdom.


Current Version
->v.1.13d

- 3 New Commands Added
-- -Ping Resource - Pings all Resource Points
-- -List -Creates a Lists how many Farms, Shipyards, and Resource you have
-- -Help -Quick Start help guide for noobs
- Bosses start off Invulnerable to prevent noob ganking
- Truesight has been added to Caer Portalis
- Neutral Hostile Troops upgrade over time
- Town Guards and Man-at-Arms names have been switched around
- Added a Call to Arms ability to Assembly Halls and greater Town Halls
- Increased Healing Wave Cooldown
->v.1.13c
- Lieutenants and Captains
- All Heroes now have Custom Abilities
- Balance Heroes a bit
- Removed Shield Wall from Pirates and added Spoils of War
- Buffed Gates
-- Placed Hero Gates infront of Hero Camps
-- Increased Hero Gate HP to 4000
-- Increased normal gate HP to 1000
- Blink now requires Level 1 Military Tactics
- Implement Veterancy for Spec Units.
- Super Boss Kilgore Trout is now in, go find him!
- New Anti-Over Spawn trigger
->v.1.13b
- Added 8 New Units and Bosses
-- Kain Lynch
--- Dragoons
-- Desch the Hood
--- Renegades
-- Deadeye Wil
--- Marksmen
-- Strider
--- Rangers
-- Colonel Sharpe
--- Musketeers
-- Revan the Redeemer
--- Paladins
-- Nightshade
--- Assassins
-- Captain Blood
--- Pirates
- Veterancy
-- All Main Unit Types (Spearman, Infantry, Cavalry, and Archers) now have 3 Veteran Tiers; Normal, Expert, and Veteran.
-- Veterancy increase HP, Armor, and Damage
- Tweaked Spawn and Food levels to reduce Lag
- Changed Citadel and City Keep armor type to take reduced damage from all.
->v.1.12
- Increased Siege Unit Upgrade Costs
- Fix Camera Commands for Brown and Dark Green
- Added Map Preview Pic (Bors you have failed me T_T)
- Decreased Unit Collision size
- Central Island bosses moved beside the Citadel
- Archers can finally attack Air (Phoenix can finally be killed)
->v.1.11
- Added 4 new Siege Weapons
-- Large AoE attack Demolisher
-- DoT attack Meat Weagon
-- Close-range High-Damage Ram
-- Long-range Glaive Thrower
- Added 4 new Game Modes
-- The Four Corners (Forces are Allied)
-- Sister Cities (Permanent allied town)
-- The Shattering (Normal Play)
-- Lady Luck (Free for All)
- Added Camera Commands
- Added Neutral Commands
- Increased Blink range for Army Manager
->v.1.10b
- Fixed the Army Manager problem (another fault due to me moving too fast.)
->v.1.10a
- Fixed a Spawn issue (Left out a zero in a spawn trigger, causing a gamebreaking imbalance.)
->v.1.10
- Added Encampments
- Worked on the Spawn System some more; should be working fine now
- Added Army Manager; General's Tool for easier army mass movement
- Fixed previous version bugs
->v.1.09
- Lowered food cost of Frigates to 3
- Increased food cost of Transport Ships to 2
- Increase food cost of Engineers to 2
- Removed food cost of all Heroes
- Worked on the Spawn system some more
- Added trigger to remove all excess units (all units that contribute to a food used of over 200); doesn't affect Ships, Heroes, Engineers, and Siege Weapons.
Previous Versions are not shown to reduce scrolling.


fanorthlands.jpg

^Western Mountain Area
faeasternswamp.jpg

^Swampy Area that I killed off
fanewnorthlands.jpg

^Another Western Mountain Area Pic
fasouthernfarmlands.jpg

^Western Farmlands Area
faforest.jpg

^Central Forest Area
fakingsisle05.jpg

^King's Isle; the center island with 3 Bosses
faviewentiremap03.jpg

^Entire Map

Questions, Comments, and Criticism are all welcome.

-The_Phalanx

Keywords:
Kingdom, Shattered, Warfare, Medieval, Spawn-Based, RTS
Contents

The Shattered Kingdom v1.13d (Map)

Reviews
14:28, 13th Aug 2010 ap0calypse: Approved
Level 4
Joined
Dec 7, 2007
Messages
28
This map is really good. I especially enjoyed the siege warfare. Epic battles and powerful heroes dot the landscape. And the terrain is enjoyable enough to make the game have its own lore and feel.

The only downside id put in is that the game is hard to micro. Massive troop movements are helped generously by a generals tool, but the WC3 pathfinding more often than not screws with your every command when sending troops large distances. And the tool becomes completely worthless when manuevering through chokepoints, especially during fighting (your archers will get to the enemy and attack, blocking the nonranged units you have from getting in front of them since they arent in range yet, then your archers get slaughtered...). I also find moving past or around enemy cities to be incredibly difficult. Even if im just passing through, or if im not even getting close to the entrance of a city, it will still target me and destroy entire unit groups unless i monitor them carefully. (while it doesnt make much sense for most people, phalanx will understand this)The game can also get boring and slow at parts. This slowness is exasperated by the aforementioned pathfinding error. The game is even more prolonged when half of the players in the game have no idea what they are doing, and basically make fools out of themselves. Also, the game is incredibly slow when you dont play with a full house, or when people get frustrated and leave. With that in mind, the game is perfect for a clan match.


I would exclude the generals tool from moving your naval units, because normally you dont intend to move them and the aura catches them regardless.

Despite these irritating errors that are almost 100% out of your control, (pathfinding, noobs ect...) the game is obviously built with a high precision and care that is rarely used in a WC3 game. Its high level of polish and its rewarding gameplay warrants high praise for its designer.
vote for approved. 4.5/5.
-DRM
 
Last edited:
Level 6
Joined
Jun 14, 2008
Messages
179
As i see it really somewhat inspire you....
btw got a problem...
I attacked resources and farms to support my whole army to launch an attack against the enemy, BUT when i attacked a rebel or somewhat neutral hostile village, they surprise me with a Village full of soldiers...

How to Fix(Options):
1. Remove the spawn system and create some new systems that could make your map unique. ex. A New/Unique War System or other system that fits your game...
2. Trigger that will stop the Spawning of units when you reach the food cap.
3. Do #1 and remove the food cap for a Massive full scale war.
4. Spawn system that limits one city or encampment to spawn units. ex. You can see examples in Risk Maps(When you capture a whole region)

Problems, Suggestions:
1. It lags too much in later game... Do you use Variables for all that Unit Groups???
2. I keep using the same units in the game. I suggest that if i upgrade my building, it could spawn more powerful units...
e.g. Barracks= Tier 1 unit: Swordman
Legionnary Barracks: Tier 2: Legionnary Cohorts
Urban Barracks: Tier 3: Urban Cohorts
Something like that so i will not always use the same units in the whole game... If there is a unit upgrade(i dont mean unit equipment upgrade that could be researched somewhere) like i write above, pls. tell me how to upgrade my units so i dont use the same units again and again...
3. Large scale of models, make it smaller, it freaks me out whenever i see units that "almost" as big as a market or a house.
4. Too many trees and the terrain has only one tileset, i think. Make some points in map Forest, Mountainous, Valleys, Deserts, and others. Don't just create terrain that has one tileset, make variations, because i only see a Grassland with full of WC3 Trees. I think you could use models for trees, you can find some tree models here in hive.
5. Use models for the Gates, actually i dont like the Elven Gate of WarCraft, i'm bored of seeing that Gate that i almost quit my game because of that. BUT if you could use it in unique, creative and EPIC way, that could make me play your game almost everyday.

Ok that's all.... i vote for Pending (until improved the things i want to be improved) anyways this is still in BETA so keep improving it....

EDIT:
Off-topic: In my 190 posts this is my first very long review(actually this is not a review, it's more on suggestion) for a map...
 
Level 5
Joined
Dec 30, 2009
Messages
90
As i see it really somewhat inspire you....
btw got a problem...
I attacked resources and farms to support my whole army to launch an attack against the enemy, BUT when i attacked a rebel or somewhat neutral hostile village, they surprise me with a Village full of soldiers...

How to Fix(Options):
1. Remove the spawn system and create some new systems that could make your map unique. ex. A New/Unique War System or other system that fits your game...

No, though I didn't original want to make this map Spawn-Based, the original idea unfortunately didn't work and decided to make a Spawn-Based map anyways. As it is now, I like the way it works.

Neutral Hostile spawns inside Towns each 5 minutes for the first 30 minutes. If you attacked at that time, then there's not much I can do about it. Bosses have troops that spawn inside their area every 35 seconds when you're attacking the boss. This isn't a bug, its intentional.

2. Trigger that will stop the Spawning of units when you reach the food cap.

There is a trigger that stops troops from spawning if you're at your cap.

3. Do #1 and remove the food cap for a Massive full scale war.

Not interested.

4. Spawn system that limits one city or encampment to spawn units. ex. You can see examples in Risk Maps(When you capture a whole region)

...Not sure what you're talking about.

Problems, Suggestions:
1. It lags too much in later game... Do you use Variables for all that Unit Groups???

There's only one trigger that calls a Unit Group once every 3 minutes. The lag that happens from the late game isn't from variables but from the troop counts. When you're playing alone or with someone else, the number of NH troops that spawn inside the villages is pretty high. The map shouldn't be played with a bad computer with less than 4 players. Furthermore, late game when everyone starts hitting like 160 food cap, the lag starts again because if people start moving all their armies around it just lags.

2. I keep using the same units in the game. I suggest that if i upgrade my building, it could spawn more powerful units...
e.g. Barracks= Tier 1 unit: Swordman
Legionnary Barracks: Tier 2: Legionnary Cohorts
Urban Barracks: Tier 3: Urban Cohorts
Something like that so i will not always use the same units in the whole game... If there is a unit upgrade(i dont mean unit equipment upgrade that could be researched somewhere) like i write above, pls. tell me how to upgrade my units so i dont use the same units again and again...

Upgrading your buildings doesn't upgrade your troops. It just increases the amount of troops. There's an upgrade in your Blacksmith called Military Technology (button position (0,2)) that increases your tier level.

3. Large scale of models, make it smaller, it freaks me out whenever i see units that "almost" as big as a market or a house.

The models are .6 scale...

4. Too many trees and the terrain has only one tileset, i think. Make some points in map Forest, Mountainous, Valleys, Deserts, and others. Don't just create terrain that has one tileset, make variations, because i only see a Grassland with full of WC3 Trees. I think you could use models for trees, you can find some tree models here in hive.

...Did you look at the terrain at all? The North part is Mountainous, the central part is Forestry, and the bottom part is Farm/Grasslands. The map file size is over 1MB, and I'm not interested in going much higher, so I'm not importing anything.

5. Use models for the Gates, actually i dont like the Elven Gate of WarCraft, i'm bored of seeing that Gate that i almost quit my game because of that. BUT if you could use it in unique, creative and EPIC way, that could make me play your game almost everyday.

The Elven Gate is used at 8 locations throughout the entire map. Its less than like 1/3 of the gates used in the map. I fail to see how a single gate model would make you want to play a game every day.

Ok that's all.... i vote for Pending (until improved the things i want to be improved) anyways this is still in BETA so keep improving it....

Ok.
 
The terrain is blizzard based but you used custom cliffs.
Thats a good point!

I will test this now :)

Edit(Review:)
Well as i scrolled your import list at first i was a bit unsure what to think, as i saw only the Minimappreview.
But after seeing your triggering this mind changed.


Terrain: 3/5 This rating sounds bad, but it is only because there are lots of better Terrains out there, but really for a Terrain without imports, this is quite great.

Triggering: 5/5 Well, some might see this different from me, but i am not good at triggering, so i think you did an excellent job.

Content: 4/5 Manny different Units and hell a fucking lot of Upgrades(i didn't like that this much :/). Good use of space and easy controling of army.(this standart thing was great!)

Game Interface: 2/5 The tooltips looked really borring and didn't apeal to read. Also the modelchoose for some Units was really bad.

Concept: 3/5 I think this gameidea is overused, but you did a really individuell job here.

All in all i think you should keep this map updated.
There is alot of space for imported stuff yet (right now the map only has a filesize of 1.1mb, so don't be to shy ;))


Total Rating:
3/5 + 5/5 + 4/5 + 2/5 +3/5 = 17/25

17/25 : 5 = 3,4/5
 
Last edited:
Level 5
Joined
Dec 30, 2009
Messages
90
Was there any tooltip in particular that could be improved, or was it just overall? And if it tooltips overall, any suggestions on how to improve? And which units should have their models changed?

What's wrong with the upgrades? Since you cannot really build an army, the only way to help players with a good deal of macro over players with high micro is to have a decent amount of upgrades. And once you capture about 3 towns, the amount of upgrades really isn't that much anymore.

As for the terrain, I really don't think I should be penalized just because I don't use imports :/ Though 1MB is rather small compared to other maps, I prefer having a quick DL time when I host my maps. It makes easier for the people DLing and easier for Hosts to get a FH.

Lastly, for the concept, I have to question the idea of a Spawn-Based game being overused. I know of like 3 Spawn-Based games and that's it, those being KingLeopold's Broken Alliance and War of the Lost Kingdom, and Panther-Anthro's Glory of the Horde.
 
1.Was there any tooltip in particular that could be improved, or was it just overall? And if it tooltips overall, any suggestions on how to improve? And which units should have their models changed?

2.What's wrong with the upgrades? Since you cannot really build an army, the only way to help players with a good deal of macro over players with high micro is to have a decent amount of upgrades. And once you capture about 3 towns, the amount of upgrades really isn't that much anymore.

3.As for the terrain, I really don't think I should be penalized just because I don't use imports :/ Though 1MB is rather small compared to other maps, I prefer having a quick DL time when I host my maps. It makes easier for the people DLing and easier for Hosts to get a FH.

4.Lastly, for the concept, I have to question the idea of a Spawn-Based game being overused. I know of like 3 Spawn-Based games and that's it, those being KingLeopold's Broken Alliance and War of the Lost Kingdom, and Panther-Anthro's Glory of the Horde.

1.
-Well the fastlinks worked well, but you should add colors(that's something i prefer, because it makes the look more promising what's important to get a nice status over all those other similar maps.
-The Acolyte for Priest is pretty strange, also the archers look bad with a female model(thats the pitty with normal wc3 models)

2.
-Well forgot to say that^^, it deffenetly should be possible to build units, or it will be way to hard to survive.
-I tested the map with warpten fist, and even then i needed like 5 minutes to upgrade everything:eekani:

3.
-As i told you the Terrain is great for nonimports and i think you can let it as it is, but if you want this map to get greater i would think about it again^^
-also between 1.1mb and 3mb there isn't that great difference in loadingtime.

4.
-those are the well known, there are hundreds of those games(most being reject because of lack identity and bad description ;))
 
Level 5
Joined
Dec 30, 2009
Messages
90
1. I've always considered the Acolyte as a good model for a monk unit. The priest to me is more or less a monk in this game, so it didn't bother me too much. That's not the first time I've heard someone having a problem with hit, maybe if I tinted the model to be more brown, people wouldn't mind as much. As for more color... I've just been copying what Blizzard does with tooltips, but ok.

2. It's a Spawn-Based map. The idea is to restrict people to work with the units they have until their next spawn. With that said, if you lost all your units and your opponent hasn't, and he's bearing down on you, you're still not dead yet. If you have the first level of Archer Crews upgrade, get your 2 towers near your gate up, and you're gonna hurt him pretty badly as he tries to break down your gate. You may even be able to stall him long enough for another spawn and then sally out to own him. As for upgrades, the game isn't not supposed to end in 20 minutes. It's up to you to research them. For example, I don't bother with Siege Unlocking, Siege Attack Upgrade, Tower Sight Range, 3rd and 4th levels of Archer Crews, 2nd 3rd and 4th Levels of Military Tactics, and the Unit Movement Speed Upgrades. However, I one of my friend who plays the game goes straight for the Military Tactics and Speed Upgrades. Another of my friends gets siege weapons to complement his army always and gets the Siege Upgrades always. There's a lot of upgrades, which once the game hits the 1 hour mark you start getting all of them, but beforehand they're their to complement your playing strategy. Not to decide it.

3. I host used to host Fantasy Life a lot back when it was bordering the 3MB line. There was a noticeable difference between Shattered Kingdom and Fantasy Life. My other map, Colony Builders, used to be under 500KB. I increased it to 1MB and there was a noticeable difference. I will probably bend on Archer Models, because as you said you have female models, but not much more than that.

4. And those are also not played on Battle.Net. I can't say that that TSK is hosted all that often, but its still hosted about once or twice a week. Furthermore, do you know of another Spawn-Based game that has a Resource system?
 
Level 5
Joined
Dec 30, 2009
Messages
90
Yea, maybe I am. I have several maps, and one of the things I said to myself when I first got serious about mapping is that I didn't want to be like KingLeopold. I don't mean to offend KingLeopold, in the off chance that he's reading this, but what I mean by being another KingLeopold is that I don't want to make 5 or 6 maps, and have them all be virtual copies of each other. Leopold has like 3 popular maps and 3 not-so popular maps. They all use the same terrain, they all have somewhat the same races/race designs, and they're all more or less spawn-based.

So when I make a map, I want it to fulfill a specific niche. I don't want them to overlap too much. TSK is supposed to be a Spawn-Based map. That's the niche it fulfills. Colony Builders is the Builder map. That's the niche it fulfills. LoC - Rise of Ellesai is the Europa-style map. That's the niche it fulfills. That's pretty much the 3 facets of strategy/diplomacy maps, and I don't really want to see overlapping in that regard.

I value everyone's opinion, but when it conflicts with the core aspect of the map, then I'm not going to follow it. Just the way it is. If I seem serious, sorry, you'll just have to hit me up on MSN or something, I'm a different person on there :p
 
Yea, maybe I am. I have several maps, and one of the things I said to myself when I first got serious about mapping is that I didn't want to be like KingLeopold. I don't mean to offend KingLeopold, in the off chance that he's reading this, but what I mean by being another KingLeopold is that I don't want to make 5 or 6 maps, and have them all be virtual copies of each other. Leopold has like 3 popular maps and 3 not-so popular maps. They all use the same terrain, they all have somewhat the same races/race designs, and they're all more or less spawn-based.

So when I make a map, I want it to fulfill a specific niche. I don't want them to overlap too much. TSK is supposed to be a Spawn-Based map. That's the niche it fulfills. Colony Builders is the Builder map. That's the niche it fulfills. LoC - Rise of Ellesai is the Europa-style map. That's the niche it fulfills. That's pretty much the 3 facets of strategy/diplomacy maps, and I don't really want to see overlapping in that regard.

I value everyone's opinion, but when it conflicts with the core aspect of the map, then I'm not going to follow it. Just the way it is. If I seem serious, sorry, you'll just have to hit me up on MSN or something, I'm a different person on there :p

Well i didn't mean that you shouldn't be serious with your maps, i meant in person :p
But i think that's unimportant on hive(but helps you to get more popular)

Btw. I don't want to offend you, but King Leopolds War of the 12 Kingdoms is still a little more fun, don't ask me why, it's just as it is.

But i think you will improve alot over some time :)
 
Level 5
Joined
Dec 30, 2009
Messages
90
Well i didn't mean that you shouldn't be serious with your maps, i meant in person :p
But i think that's unimportant on hive(but helps you to get more popular)

Btw. I don't want to offend you, but King Leopolds War of the 12 Kingdoms is still a little more fun, don't ask me why, it's just as it is.

But i think you will improve alot over some time :)

Heh, actually I'm kinda running out of ideas for the map. Suggestions for new content would be nice...
 
Level 16
Joined
Jan 5, 2008
Messages
1,805
This map is quite fun, the only problem is the big city in the middle. It's almost impossible to kill the 3 heroes on the top. We was 3 players with almost top tech and we didn't succeed to kill them, due to the paladin who healed them, and his divine shield.
You realy should make them weaker. And the paladin got so much mana, so he kind of never runs out of it.
Seariosly, you should realy make them weaker. And please remove the divine shield, it's realy annoying..
We attacked with full armies, like, 400 units of food.
 
Level 2
Joined
Aug 4, 2010
Messages
19
:eekani::thumbs_up::fp::eek::cry::razz::mwahaha::angry::ned::sad::pal::spell_breaker::nw::gg::slp::ugly::cute::smile::con::hohum::cool::xxd::grin::wink::thumbs_down::confused::zip::bored:
As i see it really somewhat inspire you....
btw got a problem...
I attacked resources and farms to support my whole army to launch an attack against the enemy, BUT when i attacked a rebel or somewhat neutral hostile village, they surprise me with a Village full of soldiers...

How to Fix(Options):
1. Remove the spawn system and create some new systems that could make your map unique. ex. A New/Unique War System or other system that fits your game...
2. Trigger that will stop the Spawning of units when you reach the food cap.
3. Do #1 and remove the food cap for a Massive full scale war.
4. Spawn system that limits one city or encampment to spawn units. ex. You can see examples in Risk Maps(When you capture a whole region)

Problems, Suggestions:
1. It lags too much in later game... Do you use Variables for all that Unit Groups???
2. I keep using the same units in the game. I suggest that if i upgrade my building, it could spawn more powerful units...
e.g. Barracks= Tier 1 unit: Swordman
Legionnary Barracks: Tier 2: Legionnary Cohorts
Urban Barracks: Tier 3: Urban Cohorts
Something like that so i will not always use the same units in the whole game... If there is a unit upgrade(i dont mean unit equipment upgrade that could be researched somewhere) like i write above, pls. tell me how to upgrade my units so i dont use the same units again and again...
3. Large scale of models, make it smaller, it freaks me out whenever i see units that "almost" as big as a market or a house.
4. Too many trees and the terrain has only one tileset, i think. Make some points in map Forest, Mountainous, Valleys, Deserts, and others. Don't just create terrain that has one tileset, make variations, because i only see a Grassland with full of WC3 Trees. I think you could use models for trees, you can find some tree models here in hive.
5. Use models for the Gates, actually i dont like the Elven Gate of WarCraft, i'm bored of seeing that Gate that i almost quit my game because of that. BUT if you could use it in unique, creative and EPIC way, that could make me play your game almost everyday.

Ok that's all.... i vote for Pending (until improved the things i want to be improved) anyways this is still in BETA so keep improving it....

EDIT:
Off-topic: In my 190 posts this is my first very long review(actually this is not a review, it's more on suggestion) for a map...
 
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