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Treasure Rush

237349-albums8274-picture99509.png

TREASURE RUSH v.1.1

My entry on Mini-mapping contest #11 since it's over I think I could upload it. :)
Helpful feedbacks are always welcome!

Map Info
A mini game map. Pick from 3 different heroes and find your way through the maze to the Treasure Chamber while competing with your enemies.

Story
An old, mystical dungeon was unsealed recently. Drawing the attention of greedy pirates, they allied with each other, to find the treasures concealed inside. The villagers of the village feared that if the treasures befall to their hands, they will be slaves of the pirates. You decided to find the treasures yourself to stop the pirates claim it. Luckily, you found a secret alternative way inside the dungeon and decided to took it. It may give you the edge towards the pirates to find the treasures quickly or it may not.

Screenshots
237349-albums8274-picture107587.png
237349-albums8274-picture107588.png
237349-albums8274-picture107589.png

Credits
Sunchips
assasin_lord
HammerFist132
Tr!KzZ
Kitabatake
Hayate
manasou
lender
JetFangInferno
UgoUgo
WILL THE ALMIGHTY
JesusHipster
nGy
DonDustin.
67chrome
CloudWolf
Daenar7
13lackDeath.
~Nightmare
CRAZYRUSSIAN
CloudWolf
zbc
Daenar7
Anarchon
4eNNightmare
67chrome
The Panda
Apheraz Lucent
PeeKay
Blaxor
NFWar
The_Silent
Darkfang.
Images:
Original Artwork Image - Matt Gaser
Edited by - ~Nightmare

Music:
Two Steps from Hell
Manheim Steamroller and Cr1msonKing

Changelog
-Released
- lighten the fog a bit
- Mana remove from the Riddle Mistress
- Dungeon Spikes can no longer be attack
- Fix some leaks
- Enemy pirates can now be observe
- Reduced the bat's hitpoints
- Fix the Void Lord's name
- Improved the Boss fight
- Small fixes

Keywords:
Treasure, Rush, Race, Pirates, Maze, Riddles, Dungeon, Creepy, Red.
Contents

Treasure Rush (Map)

Reviews
17:35, 25th Jun 2015 Shadow Fury: Map approved with a rating of 4/5. Great job Sclammerz!

Ardenian

A

Ardenian


Review Treasure Rush v.Release

Aesthetics and Visuals

The terrain was .. red.
Overall the map felt very dungeon like and the environment was well designed, tho often a bit fading due to the major use of red colours.

You greatly extended the default Blizzard style, Sclammerz, and you showed a well use of doodads.

One could mention that the terrain looks overall the same, beside little variations like library areas and torture edges, maybe you could add some more unique areas to give it a stronger feeling of an unsealed mystical dungeon.

I3lackdeath's Alice UI contributes to the atmosphere.

Gameplay

I played as Anaya Swiftwind ( Agility Hero) and I liked her combo. While she is able to heal herself quickly she also has some good damage abilities.
You greatly created some nice abilities for her that match each other.

The gameplay felt overall interesting. I played up to
the first boss
and I liked the gameplay with the ranger.
I was excited for the gameplay as you tell the player that he has to observe and not just rush in. I think it was not that high executed as it might sounded.

While the ideas with the traps and the little tasks one has to achieve to advance were simple and enjoyable, I think the map shows many promising spots for treasures and secrets, but in real there aren't some, are they ? ( or I did not find them)

Sclammerz, I think you could greatly add more features like secrets or hidden treasures.
Nonetheless, the map is enjoyable and I am sure I am going to play it again to try to beat the pirates next time.

I vote for Approval
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
Review Treasure Rush v.Release

Aesthetics and Visuals
Yeah, its all red. "Red, red everywhere theme"

Yeah, locking the camera was suppose to avoid spoilers but I also think to add that you could watch the pirates too, maybe I could.

in real there aren't some, are they ? ( or I did not find them)

There is but....I don't want to spoil anything. :p

Thank you. :)
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
TERRAIN

The terrain was generally well done. The tile variation was manipulated very efficiently since all the tiles have been utilized accurately and properly. The *red* atmosphere was astonishing because it really gave the feeling of a creepy dungeon hiding a great treasure. The doodads were also used in a marvellous way in many areas yet in the mazes especially there were empty places. Some gloomy doodads like remains scorched and bloody effects would be nice. Leaving any part of your map undecorated is never a good idea. The whole terrain almost looking the same way is actually a great feature because it causes confusion to players and may lead them to the wrong paths (these are the purposes of a maze/dungeon after all). Overall there isn't a lot to say about the terrain except that it's awesome!

GAMEPLAY

The game is really entertaining and requires a smart mind to get through the dungeon. Things like riddles, secrets and crafty mechanisms contribute to a funnier gameplay. Even the three heroes were enjoyable to play with each one having his/her own strategy and way to play. In addition, each one has a set of fabulous spells, not lame and copy-pasted skills, which is a magnificent feature. There could be something negative about a specific hero, the mage. When I reached the bats, if I was not lucky enough to find the right bat, I could've spent hours with them. The ability Pyroblast helped but its costy + at level 1 it doesn't kill a bat in one shot. Additionally, once I killed all the creeps in there, I couldn't even steal mana. I'd suggest letting the bats die from one hit only to speed up things (you are supposed to waste time there, I know, but it can get really boring shooting bats for so long). The boss fight was quite good but still there was nothing really innovative or original. The common "I cast skills and you cast skills back". Maybe adding some phases in which dummies cast damaging spells (which can be dodged) on me while the boss is invulnerable rather than just focusing on attacking could be really great. Runes spawned oftenly... too oftenly... I just lost one life and I found loads of runes awaiting me. The boss even consumed all his mana then, making it very easy to kill him eventually. I'd suggest giving him more mana or increasing the spawning time.

OTHER ISSUES

Apart from the multiple tooltip mistakes (mostly grammar mistakes), I'd like to list some awkward issues I noticed. One of them is when I kill the boss (the big voidwalker). I don't know why but a *Firelord* says "Impossible". Hang on, what's a Firelord doing in this? It was also ridiculous that the mage could steal mana from the Riddle Master. You should remove the mana from her or, even better, prevent the ability "Absorb Mana" from being cast on invulnerable targets. Lastly and most important, the traps. They seem quite buggy you know? Occasionally I passed on Spike Traps and got no damage. Fire Traps did the same thing sadly. If you used a "Periodic" event where every X seconds, the damage is triggered, then errors can occur. I'd recommend letting the traps activate at once and damage everyone above them very heavily (makes things harder and more exciting) then immediately deactivate. After a little pause, they activate again and damage. This is 100% bugless and 100% functional. Oh the Spike Traps are attackable and that's annoying. Make them invulnerable.

OVERALL RESULT

To sum it up, the map is fantastic and high in quality. I am glad to give this 4/5 and APPROVE the map!
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
Thank you very much for the approval. Yeah, the spikes are kinda bugged and can be attack. I always steal mana from the Riddle mistress when needed. Hehe. It seems I forgot to change the Void Lord's name. I could add those you mentioned, if ever I update it. :)
 

Ardenian

A

Ardenian

The first spikes are very mean, they seem to have a shorter time interval than the two others ? Even with Haste of Swiftrunner one has to catch the exact moment.

Do I have to add spoiler tags to this kind of information ? I mean, it is in some kind a spoiler.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
The first spikes are very mean, they seem to have a shorter time interval than the two others ? Even with Haste of Swiftrunner one has to catch the exact moment.

Do I have to add spoiler tags to this kind of information ? I mean, it is in some kind a spoiler.

Oh so this wasn't only my impression because I also felt that the first spikes were faster than the others.
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
Yeah, they're fast since they only deal damage (a lot) lol.

Tip: Even with haste you can't be save from those spikes but instead you should find the safe spots there and wait for the spikes disappear again. Apply also to the fire traps.
I don't why I am using spoiler tags
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
I just played you're map and I must say the terrain is so red, it looks like hell rather than a dungeon. Too much red hurts my eye, but that was just me. The traps really makes the dungeon unique and gives players the dungeon feeling, the sound was a nice addition to the map too. The hero skills are quite unique and heroes have different playstyle.
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
Change the cam lock please.

I refuse to play ANY map with camlock.

This is not the way Warcraft 3 is supposed to be played.

Or at least add the OPTION to turn off cam lock.

When I was still developing the map, I thought a lot if I will lock the camera or not and I choose to lock the camera to avoid the player to see spoilers and would probably make the game much easier with the standard warcraft 3 camera. Adding such option will be useless for players probably tend to play more with standard game camera rather than the lock camera. Well, if you refuse to play then I can't do anything. :/ I'm sorry.
 
Change the cam lock please.

I refuse to play ANY map with camlock.

This is not the way Warcraft 3 is supposed to be played.

Or at least add the OPTION to turn off cam lock.

If you don't like it don't play it. What's the point of you commenting here and saying that? Camlock is used in most RPG, it's not going anywhere.
 
Level 7
Joined
Dec 19, 2014
Messages
300
I tested it, and i think you should remove the time limit. You could add the pirates as enemies but not as competitors. You could also add more possibilities to spend the gold and there should also be more items. I like the idea and the gameplay and especially the athmosphere. You also could expand the labyrinth and add more traps and riddles. I give you now 4/5.
Here is a nice example for a maze like RPG (by me):
http://www.hiveworkshop.com/forums/pastebin.php?id=0fi0uq
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-the key is carried by a flying unit... not fun
-when meeting the voidwalker, health is not restored to full and the hero is selected during the scene
-can't defeat the voidwalker without losing a life; too many little walkers to aid it
-the passable fences in the northern labyrinth are just counter-intuitive...

3/5. A rush fest with appeasing atmosphere.
 
May contain spoilers...


I like the overall feel of the map. Great atmosphere, even though there terrain is not something unique. The heroes and their skills are well made.
At the stage with the void walker boss I felt it's a bit OP when the smaller creeps started to spawn. The walk-through fences are the one thing that got me thinking this may be confusing a for a lot of ppl I don't remember seeing some hint to suggest this can be done (except "not all doodads are what they seem"). Maybe its a good idea to make it more obvious. The stage where you have to put the key on the circle of power is a bit useless I think. A enter region event with inventory could do just as well, but I guess it's author's preference. The traps seemed to operate kinda of strange maybe some better timing would be a good idea. The anchored camera can be a bit frustrating at times (maybe can make it optional) Some more items would be cool too.


Terrain 3/5
Atmosphere 5/5
Dungeon Layout 4/5
Heroes and Skills 4.5/5
Gameplay 4/5
Camera 3/5
Items 2/5

:infl_thumbs_up:
 
Level 4
Joined
Aug 7, 2014
Messages
61
Change the cam lock please.

I refuse to play ANY map with camlock.

This is not the way Warcraft 3 is supposed to be played.

Or at least add the OPTION to turn off cam lock.
+1 I personally don't enjoy cam lock. I forgot how to unlock in the World Editor, but I remember that way was how I passed War Chasers. Nothing against your map, it looks very nice, and even I enjoyed your campaign SoH a lot, but I can't bear it, cam lock is like a cage. Greetings and keep developing!
 
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