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Winter is Coming v2.0

WpnDO79.png


DISCLAIMER: Sounds will not work correctly if playing Warcraft 1.30.4. This map is best played on version 1.29, and POSSIBLY unplayable on earlier versions (this has not been tested).




Map description:

Hello Hive,

Today I am posting a map that I have been working non-stop on for weeks. I wouldnt say it can compare to a lot of the awesome stuff I see people have developed here, but for me this is a great milestone in my map making.

Making this map has taught me more about the world editor than I had ever imagined it would, and in my own opinion I was able to make something half-decent.

I hope some of you play it, and of course enjoy it in the process :)

(Don't kill me for using blizzard cliffs some places).

How to play

Backstory

Primary Objective

Creeps/bosses

Custom items

Technical/resource Information/Credits


The game is pretty straight forward. It is best played with 2 players as I mainly have made this for me and my coworker to play at work. It is a simple hero adventure co-op campaign, so just choose your hero and follow the path/instructions.

Never be afraid to go off-path. Good things will come from searching and discovering the world you are in. There are multiple side quests with good rewards and interesting stories. The adventure also features alternative endings, depending on what choices you make.

As this game was initially made for multiple players it is quite hard playing alone. You will be given the choice to pick a single player hero, or to control 2 heroes in the beginning if you start the game without another player. The single player hero has a mix of some of the other heroes abilities, and is considerably stronger. This makes it fun to play single player as well, but as I said earlier, it is truly optimal with 2 players.

You play as a bounty hunter who was hunting a bounty for a notorious bandit gang hiding in a mountain cave. A battle went down in the cave, and you were forced to exit the cave at the wrong side of the mountain. You now find yourself in a freezing blizzard in an unknown land. With the knowledge of certain death if you stay in the cave you venture out into this unknown land, seeking help from whoever offers it.

Your primary objective is finding a way to open the exit on the other side of the cave so you can escape the icy tundra you now find yourself in.

Bosses: Unknown entity and Forgotten one.

Mini-bosses: Flame of Darkness, Ancient Elven mage (1-5), Pit lord, Mountain King, Dark Knight, Sea Giant, Giant Wolf, Blue Dragonseer Overseer, Magnataur Destroyer, Demon Hunter, Corrupted Tree of Ages and Unknown ghost.

Creep camps/spawns (not including spiders): 4 gnoll camps, 7 wolf camps, 5 dragonkin camps, 3 Makrura camps, 5 polar bear camps, 6 magnataur camps, 19 shade+wraith+revenant spawns, 16 various other camps/spawns (succubus, queen of suffering, nether drake, infernal juggernaut, overlord, doom guard and more).


Crown of Empires: Boosts attack damage by 15 and grants +5 to all stats. Vastly increases spell damage for Blood Warlock and Mage.

Power Armor: Grants +6 to all stats and gives +6 bonus damage. Slightly increases spell damage for Blood Warlock and Mage.

Dwarven Crown: Gives the wearer Unholy aura, Endurance aura, Command aura, Brilliance aura and Thorn's aura. All aura's are at twice power of the Neutral Hostile versions.

Frozen Gem: Whoever holds this frozen gem is engulfed by a protective freezing aura. The holder shoot rapid beams of ice at nearby enemies, damaging 20 per missile. Grants +20 attack damage.

Snow Elf's Scepter: Gives the hero the ability Anti-magic Shield. Gives +5 to all stats.

Amulet of Immortality: Grants 600 bonus health.

Outfit of Resurgence: Increases the Hero's rate of mana regeneration by 50% when worn, increases total mana by 250 and gives +2 to all stats.

Orb of Chaos: Has the combined effects of Orb of Frost, Fire and Venom. Grants +10 bonus damage.

Ring of Ultimate protection: Boosts armor by 20.

Map name: Winter is Coming.
Map size: 224x224.
Initial tileset: Northrend.
Credits: -Grendel, Pelsen, Murlocologist, Stefan.K, kangyun, Tranquil, General Frank, icewolf055, Callahan, Dark Hunter1357, redscores, JetFangInferno, Eusiria, WILL THE ALMIGHTY, HappyTauren, WhiteDeath, dickxunder, Warseeker, assasin_lord, Sin'dorei300, Mr.Goblin, Blizzard Entertainment, HappyCockroach, PeeKay, Blood Raven, NFWar, JollyD, zbc.
Tauer
Resources used: Charge 2, Icecrown seer, Dragon Loading Screen, Magni Bronzebeard, World of Warcraft Jaina, Hero Druid, Icecrown Overlord, Obsidian Overlord, Mannoroth, ShadowElemental, Necrowitch, Templar, Fel Orc Warlord, Crystal Infernal, Orgrim Doomhammer - Non Optimized, Shiva's Wings, FlameStrike, Shadow Golem, Lich, FrostRevenant, Skeletor, Prime Matron, Chaos Knight, Nerubian Elder, Hero Dwarven Rider, CorruptedAncientOfWar, CorruptedTreeOfLife, Vanguard, HeroGlow, BTNAirRevenant, BTNThunderClap, BTNLightningShockwave, BTNThunder, BTNHolyMaul, BTNGruntWarcry, BTNCWarcry, BTNcrCHARGE, BTNAxeOfAshes, BTNAxeslam2, BTNLifeSteal, BTNGobletOfVampires, BTNDemonicSkullPendant, BTNHellishUnsummon, BTNPD3WizDisintegrate, BTNFlameBolt, BTNArcaneField, BTNElementalSpin, BTNCRFrostShock, BTNMind, BTNNecroPowahS2, BTNInsigniumOfTheBloodpriest, BTNLiHealingBranch, Verdant Spheres (Blizz +redone HD by Darkfang), BTNTearoftheForest, Heart Amulet, BTNPandaPower, BTNHolyFist, BTNCRHolylight, BTNRenew, Thunder Rage from Simple Spell Pack v1.3, BTNRainofFire, BTNSphereOfVoid, Btntier3, BTNSapphier, BTNCrownOfIce, BTNScepterOfTheTides, BTNSpikedArmor, BTNSuperiorMageRobe, BTNLancelotRing, BTNRubyAmulet.
Honorable mentions: Big thanks to Shunpomaster for helping me with the "Blood Brothers" spell.



Hero Selection:

All heroes has 5 abilities.

lvl 1 abilities has 5 levels, lvl 3 ability has 3 levels, lvl 6 ability has 2 levels and lvl 10 ability has 1 level.

At levels 17, 18, 19 and 20 the heroes will automatically get one attribute bonus point.


Hero selection area

Warrior

Druid

Mage

Barbarian

Monk

Blood Warlock

Allfader


Just a display of the hero selection area.
150649-b4af1d2350a7bb871f419bc72cb25dc0.png

Name: Tor Odinsson
Hero class: Tank
Hero information: A hero focusing on lightning attacks. Fun to play, was previously the most boring hero but is now one of the most entertaining.
Spells:
  1. Thunder clap: Classic warcraft
  2. Armor Strike: Infuses the warriors hammer with lightning, striking enemy target for X damage. Increases armor by X and damage by X% for 15 seconds
  3. Shockwave: Classic warcraft
  4. Thunderbolt: Caster calls down a bolt of lightning that deals damage to enemy units in the area. Thunderbolt instantly kills the units with low HP and explodes them to pieces dealing 25 damage in a small area around it.
  5. Thor's Might: The warrior calls upon the heavenly forces to shoot hammers and lightning bolts in all directions. Each hit deals 400 damage and the lightning jumps to up to 10 times.
150647-390fbf8fb1933bf9203e384d2781a27c.png

Name: Sigurd Lothbrok
Hero class: Support
Hero information: Second most boring hero, next to Warrior. Needs more custom abilities.
Spells:
  1. Rejuvenation: Classic warcraft + mana regen
  2. Thorns Aura: Classic warcraft
  3. Healing Ward: Classic warcraft + wards can cast abolish magic and lightning shield.
  4. Nature Spirit: Summons a movable nature spirit that deals X damage per second to nearby enemies, and heals X HP to nearby friendly units. Lasts 30 seconds and explodes for X damage in X AoE before it vanishes. If the spirit travels farther than 1000 range from the druid it vanishes without exploding.
  5. Treant Explosion: Summons four treants that heals all nearby heroes before they charge target unit and blows it up. Damages 400 per treant to close enemies and 200 to enemies outside range 100.
150648-a3d819814843d2ded66c17e9abfdc343.png

Name: Alva Gunnlaugsdottir
Hero class: Dps
Hero information: This hero has no auto attack, only attack spells. Has a slight mastery curve, but fun to play and kite with.
Spells:
  1. Fireball: Shoots a ball of fire at target enemy, dealing X damage.
  2. Frost Blast: Blasts enemy units with a wave of frost that deals X damage to the target. Cold damage slows units' movement and attack rate for 3 seconds.
  3. Arcane Explosion: Creates an arcane explosion. Deals X damage to enemies within range 500.
  4. Fire Barrage: Bombards an area with fireballs, dealing X damage per second to nearby enemy units and stunning them over X seconds. Shoots X missiles.
  5. Elemental Barrage: Summons a portal that shoots elemental spells at all nearby enemy units. Each spell does 50 cold, fire or magic damage, according to what kind of spell is shot.
150644-3327ae5a53574c465fb5eae5eaf77266.png

Name: Gunnar Ravnhals
Hero class: Tank
Hero information: My personal favorite. Charge spell is buggy if it doesn't reach its target (especially if the target dies). I am planning on changing it out.
Spells:
  1. Frenzy: Classic warcraft but massively buffed
  2. Taunt: Classic warcraft but improved
  3. Raging Blow: Deals a heavy blow to target enemy. Dealing X initial damage and making it bleed for X over 5 seconds.
  4. Charge: Charges towards the target unit and knocks the target in the other direction. Dazes and deals X damage to enemies within 300 range of the Barbarian.
  5. Grand Slam: The Barbarian gathers strength and slams the ground with unparallelled force, sending shockwaves in all directions. Stuns for 4 seconds and deals 100 damage in 300 AoE per shockwave point. Each wave has 8 shockwave points.
150646-19bb5d761ee551c31b48dbfef0a5995a.png

Name: Asmund Brenna:
Hero class: Support
Hero information: Support hero with some cool abilities. More interesting to play than warrior and druid.
Spells:
  1. Quick Strike: Strikes the enemy with concentrated chi energy, dealing X damage.
  2. Spirit Link: Links units together in a chain. All units with Spirit Link on them will live longer, by distributing X% of the damage they take across other Spirit Linked units.
  3. Holy Light: classic warcraft but improved and can target self.
  4. Chi Strike: The caster uses chi energy to hit a single target 6 times rapidly, dealing a total of X damage.
  5. Holy Well: Summons a well that shoots rays of holy beams at nearby enemies, damaging 50 per ray. Has the ability "Replenish Life and Mana". Lasts 30 seconds.
SMiEfT7.jpg


Name: Loke Draumtopp
Hero class: Dps
Hero information: Really fun to play hero with well thought out abilities and interesting game mechanics. Takes a bit getting used to, but can push out insane amounts of damage if played right. Has no auto attack or mana, uses HP to cast spells.
Spells:
  1. Bolt of Blood: Shoots a bolt of blood at target enemy, dealing X damage.
  2. Blood Magic: Gives target a buff that deals X damage pr. second over 10 seconds.
  3. Blood Ritual: Opens a portal to the underworld at chosen spot. Stuns nearby enemies for 6 seconds and damages X over time.
  4. Blood Brothers: Casts a buff at target creature. After 5 seconds the target of the buff will take damage equal to X% of damage the warlock took within those 5 seconds. The warlock is then healed X% of total damage taken within 5 seconds.
  5. Link Blast: Deals damage equal to 30% of the blood warlock's current HP.
150645-d10503e70486088ccc1178ddbfa9acd2.png

Name: Angan Friggjar
Hero class: Universal / Single player hero
Hero information: Has some cool spells, but they are borrowed from other heroes. Is considerably stronger than the other heroes. Only available if playing alone.
Spells:
  1. Rejuvenation: See Druid spell
  2. Critical Strike: Classic Warcraft.
  3. Raging Blow: See Barbarian spell.
  4. Chi Strike: See Monk spell.
  5. Grand Slam: See Barbarian Spell.
150702-915c298ffa231923e14081725b3ea041.png





Please go easy on me, I have just picked up map making again :) I am in no way a very good map maker or anything, I just make stuff I like and play it with my friends, co-workers and family.

The future release of reforged has rekindled a flame in me, and I am hyped for the new models. Some simple and honest feedback would be appreciated. I suck at balancing so any help in that regard is greatly appreciated.

Also please note that none of the spells are MUI as I suck at that, and they don't really need to be as you will not be able to play two of the same hero in one play through.



Changelog:
8th of January, 2019: v1.0 - Initial release.
8th of January, 2019: v1.1 - Changed Lich model to Icecrown seer.
9th of January, 2019: v1.2 - Changed a lot of models, made final boss harder, remade entire cave.
10th of January, 2019: v1.3 - Added per level description in learn tooltip for abilities, added quest log, visuals on resurrection stone, bug fix, changed single player hero model (old one had weird animations).
10th of January, 2019: v1.4 - bug fixes.
11th of January, 2019: v1.5 - A lot of gameplay improvements.
11th of January, 2019: v1.6 - Skippable cinematics.
12th of January, 2019: v1.7 - Orb of chaos now effectively applies the correct orb effects.
14th of January, 2019: v1.8 - Terrain improvements, AI for ancient mages, added models, general gameplay/trigger improvements.
15th of January, 2019: v1.9 - Terrain improvements, added mini boss, more AI for several mobs, added model, icon change for link blast, added item cheese.
24th of January, 2019: v.2.0 - Patch notes too many for this changelog. Read pastebin for info.
Contents

Winter is Coming (Map)

Reviews
deepstrasz
Please remove the campaign tag. This is not a campaign at all. It's just a map. Campaigns are more than 1 map, related and especially under a .w3n file. Why is there a difference between the author and username? The map is nice, old school. Reminds...

Deleted member 219079

D

Deleted member 219079

blasphemy said:
I mainly have made this for me and my coworker to play at work
Reported to your boss. Whose name begins with a letter between a and z in case you don't believe me.
 
singleplayer playthrough
1 no visual activation on resurrection stone
2 abilities all have gives X does X for X numbers would be very nice to know before choosing
3 no quests actually appear in the quest log
4 some how teleported into gateway behind the pitlord, fought and killed him, apon moving past him game got stuck like it was trying to do a cutscene with the pitlord he had a exclamation point over his head like many other npc's with cutscenes
#4 game breaking bug game just stops cant continue

Sorry about that, bug has been fixed. Do give it another go.

I will be working on implementing the other things you mentioned after I get off work today.
 
singleplayer playthrough
1 no visual activation on resurrection stone
2 abilities all have gives X does X for X numbers would be very nice to know before choosing
3 no quests actually appear in the quest log
4 some how teleported into gateway behind the pitlord, fought and killed him, apon moving past him game got stuck like it was trying to do a cutscene with the pitlord he had a exclamation point over his head like many other npc's with cutscenes
#4 game breaking bug game just stops cant continue

All of the mentioned issues has been addressed, and is now fixed.

Nice map,especially if you got someone to play with.
I really like Lars and Booom part ;).

Thanks, I am glad you liked it :) Did you play single player or co-op?
 
Level 6
Joined
Mar 25, 2018
Messages
210
OUTDATED FOR USE OF REVIEW, please play alone or with a friend its worth the trip


Singleplayer Playthrough part 2
-cant i just control 2 heros playing singleplayer instead of the OP other hero?
-wish i could skip cutscenes
1 lars quest update, doesnt update anything in quest log even though it flashes (quest still functions fine)
-still laugh at lars notion of hunting for food when he cant take down 1 wolf all alone
-cutscenes would make more sense when talking about "us" in plural form if i had 2 heros under my control
2 rez stone at camp no visual (may have been out of sight do to cutscene)
3 agnars cutscene plays out a second time after first completion
1a none of quest's updates are reflected in quest log (still flashes and update appears on screen)
2a stone by demon portal no visual, not even sure why that one is there
2b stone after demon portal teleport no visual
-south of orb of fire drop 2 nerubians belong to player 4?
-southeast of nerubians fountain of health also belongs to player 4?
4 penguin on cloud has such a hard time pathing all the way back to king, hero this is less so but will still walks into a clearly not accessible path.
5 spelling error many times over.
"Remains" a noun can only be used as a verb in (third person present) otherwise normally refers to the remains of something
while the word "Remain" a verb has many forms remains (third person present), remained (past tense), remained (past participle), remaining (present participle) this is the case you are trying to use it in most of the ghosts dialogue "5 remain, 4 remain, 3 remain, 2 remain, 1 remains" (insert joke about english language here) yes that "S" for the last one is correct.
-auto pathing around the map tends to skip many of the baddies along the road (purposely followed road in hopes for drops)
6 orb of chaos pretty sure specific orb effects cant stack with each other (this case the poison from the venom orb doesnt work at all)
-dwarven crown "neutral hostile versions" little bit out of context not entirely sure what is being refereed to
-unable to find rign of protection +2 but thats probly just cause i couldnt find it
2c stone in cave no visual, also possible to run past it and perhaps die? game over or teleported back outside? if back outside does the barrier come back down? (didnt test just hugged the stone cause i alrdy knew it was there)
2d stone right before freezing flame no visual
-found 2a's purpose and does then
-long walk huh?

VICTORY!
no game breaking bugs found
2/5 game works many bugs
 
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Singleplayer Playthrough part 2
-cant i just control 2 heros playing singleplayer instead of the OP other hero?
-wish i could skip cutscenes
1 lars quest update, doesnt update anything in quest log even though it flashes (quest still functions fine)
-still laugh at lars notion of hunting for food when he cant take down 1 wolf all alone
-cutscenes would make more sense when talking about "us" in plural form if i had 2 heros under my control
2 rez stone at camp no visual (may have been out of sight do to cutscene)
3 agnars cutscene plays out a second time after first completion
1a none of quest's updates are reflected in quest log (still flashes and update appears on screen)
2a stone by demon portal no visual, not even sure why that one is there
2b stone after demon portal teleport no visual
-south of orb of fire drop 2 nerubians belong to player 4?
-southeast of nerubians fountain of health also belongs to player 4?
4 penguin on cloud has such a hard time pathing all the way back to king, hero this is less so but will still walks into a clearly not accessible path.
5 spelling error many times over.
"Remains" a noun can only be used as a verb in (third person present) otherwise normally refers to the remains of something
while the word "Remain" a verb has many forms remains (third person present), remained (past tense), remained (past participle), remaining (present participle) this is the case you are trying to use it in most of the ghosts dialogue "5 remain, 4 remain, 3 remain, 2 remain, 1 remains" (insert joke about english language here) yes that "S" for the last one is correct.
-auto pathing around the map tends to skip many of the baddies along the road (purposely followed road in hopes for drops)
6 orb of chaos pretty sure specific orb effects cant stack with each other (this case the poison from the venom orb doesnt work at all)
-dwarven crown "neutral hostile versions" little bit out of context not entirely sure what is being refereed to
-unable to find rign of protection +2 but thats probly just cause i couldnt find it
2c stone in cave no visual, also possible to run past it and perhaps die? game over or teleported back outside? if back outside does the barrier come back down? (didnt test just hugged the stone cause i alrdy knew it was there)
2d stone right before freezing flame no visual
-found 2a's purpose and does then
-long walk huh?

VICTORY!
no game breaking bugs found
2/5 game works many bugs

Ok so, here goes:

You can now control 2 heroes.

I haven't made it possible to skip cutscenes (yet). I do not know how, but will learn it.

All quests should now update with descriptions in the quest log.

Lars has 200 more HP.

All ress stones were silently activating, even the one in the cave you talked about. Dumb of me to not show it in any way, but I have now added the proper animations to all ress stones, and a map ping+notification. Now it's impossible to miss :p Also the one over by the frost/fire lord won't activate before you enter the final boss chamber. It has to do with how I built the spawn for the final boss.

If you went and killed the dire wolf and got the necklace before talking to Agnar then I guess that can happen. Road has now been blocked until you talk to Agnar.

Nerubians has changed owner to NH, fountain to NP.

Added a lot of pathing blockers to hopefully make the penguin / hero auto walk path better. If not, then it is always possible to just rally point. Some pathing issues will arise is a semi open city anyway.

Spelling errors will be fixed. As you can probably tell, English is not my first language so I need to look closer on that.

Hmm I wasn't aware of the orb effects, I will find a replacement. Would adding the orb abilities to a spell book work?

Neutral Hostile taken out of dwarven crown tooltip.

Ring of protection 2 is to the far west in the city. All the rings are held by random spiders/nerubians, they can be hard to find sometimes.

Long walk has been fixed. It was intended for the alternative ending (You chose to not betray Ragnar). Now if you choose to not betray him the walk is considerably shorter.




I hope you haven't been put off playing my map yet. Do let me know of any further issues, thank you for making me aware of them so far :)
 
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Level 6
Joined
Mar 25, 2018
Messages
210
If you went and killed the dire wolf and got the necklace before talking to Agnar then I guess that can happen. Road has now been blocked until you talk to Agnar.

actually happend after i finished the quest

i beat it once with cheats, eager to try with 2 heros legit
 
actually happend after i finished the quest

i beat it once with cheats, eager to try with 2 heros legit

I think I found the problem with Agnar, it should be fixed.

Also, cinematics are now skippable, with the exception of the final boss cinematic and one other cinematic I can't find out why won't skip. I will look more into it.

Edit: Orb of chaos should now be working properly.
 
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@FeelsGoodMan id recommend contacting @Daffa the Mage for a map review, super surprised none of the map reviewers have gotten here

Thanks for the tips.

I'm currently playing the map. What's the rush? RPGs and campaigns are not maps to be played in a matter of few minutes.

No rush, just curious about what/when to expect it. Coming off as impatient was never my intention, I'm still quite new to Hive :)
 
Level 6
Joined
Mar 25, 2018
Messages
210
@deepstrasz sorry didnt know just have gone through the map for 2 iterations looking for basic things normally a reviewer gets to a map by now, just wanted to provide him info to help expedite things since he asked, been looking every where for that damn "grand map review exchange forum" so i could link it to him.
 
@deepstrasz sorry didnt know just have gone through the map for 2 iterations looking for basic things normally a reviewer gets to a map by now, just wanted to provide him info to help expedite things since he asked, been looking every where for that damn "grand map review exchange forum" so i could link it to him.

Ah I actually entered my map in that thread not long ago :p
 
Level 6
Joined
Mar 25, 2018
Messages
210
should get you out of the pending pit then, still working on my legit run but i feel like i need to restart every time there is a patch, been good so far
 
should get you out of the pending pit then, still working on my legit run but i feel like i need to restart every time there is a patch, been good so far

Sorry I had no idea you were playing all these versions. I think the current version is very close to what I consider to be complete, so I won't release any drastically changing releases from this point out, unless there is something that really requires me to.
 
Level 6
Joined
Mar 25, 2018
Messages
210
There is no problem with maps being in Pending status.

of course not, but through the many many submissions to be made to the hive, a gem like this one would do well in the approved section, for unlike we; most dont watch the maps thread for new maps

@FeelsGoodMan once this map starts getting played more on bnet, im sure truely interested people will be looking for next chapter for our group of bounty hunters
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
of course not, but through the many many submissions to be made to the hive, a gem like this one would do well in the approved section, for unlike we; most dont watch the maps thread for new maps
Reiterating. Pending maps are seen along with approved maps. Thus, whenever you go into Maps you see Pending maps too. If you don't go to the Maps section you won't know what maps have been uploaded or not.
You call it a gem but you've rated it two stars. Would you approve a 2 star map? Also, one cannot know if it is a good map or not before playing/testing it. Hence, why all maps go through this Pending filter.
 
Level 6
Joined
Mar 25, 2018
Messages
210
Would you approve a 2 star map?

still working on my ligit playthrough first 2 was bug finding, im sure you will agree with approval when done with yours

also a star rating can always be changed on the spot and once im done with my legit playthrough im sure ill be bumping it up
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please remove the campaign tag. This is not a campaign at all. It's just a map. Campaigns are more than 1 map, related and especially under a .w3n file.
Why is there a difference between the author and username?

  1. You should be able to choose whatever hero you'd like, not get only a specific one. The buffing should be done after choosing a desired hero.
  2. What's an Alfader? Isn't that something related to Odhin?
  3. The circles of power should tell you what abilities the heroes have to make you decide whether to choose or not. The best way to showcase a hero's abilities is to make the share the heroes with every player and pause/immobilize them. That way players, could read the ability descriptions in their ability menus.
  4. By the way, are those hero names your coworkers'?
  5. Rather normal Warcraft III spells. You could import some custom ones if you have little experience making ones yourself: Spells | HIVE
  6. New Resurrection stone has been activated. Well, it's more like the first one.
  7. You can briefly see the whole map when the blue chooses a hero (singleplayer mode).
  8. Units selected during cinematic mode.
  9. With enough patience you can actually destroy the ice rock gate near Lars.
  10. You should turn down the volume on that wind sound.
  11. Pressed ESC somewhere in the gnoll zone (shallow water) where the little ones were and got the message: New Quest Received: Retrieve Lars' explosives.
  12. The Healing Ward is name Serpent Ward. It also does't say how much it lasts.
  13. You are forced to play with a healer so that Lars won't die in the second phase of the quest.
  14. Skipping the scene where you meet the king, will move the camera to somewhere in the east. The same happens if you press ESC after the scene and you also get the same quest message again.
  15. The robot voices are awful. They are totally annoying. I can't even concentrate on reading the text. I'd rather read the text and imagine how the voices would sound. If you really want voices in your map, please ask around: Voice actors needed for a campaign near completion
  16. Shouldn't the king have a personal guard? Their expedition seems rather vulnerable.
  17. The gameplay is rather linear.
  18. Should you be able to choose the same spell on the next level up? Normally (in WcIII) you have to wait two level ups to do that.
  19. Feels unnatural for gnolls and wolves to be living in a windy and watery region.
  20. You can drag the wolves near the quest one, few by few.
  21. The hero selection zone should be hidden after heroes are chosen.
  22. The Dire Frostwolf is weak alone and doesn't do anything special. Not even using mana probably because it was intended for Roar and that is used by the AI when there are allied units nearby.
  23. Didn't know wolves liked carrying necklaces and periapts :D
  24. Actually, it looks like after every new quest+scene pressing the ESC key will make the cinematic mode quickly appear and disappear and the same quest message be given.
  25. New Quest. What about, new main/optional quest?
  26. Shouldn't the exclamation mark disappear after a quest is finished? Agnar still has it.
  27. Shouldn't the shipyard have no boats?
  28. You basically kill units on the map. I suggest some trigger and interesting mechanics implementation.
  29. Genocidal Mortar Team.
  30. The Dragonspawn Overseer is also weak alone. Doesn't do anything.
  31. Maybe, you'd like to work more on items as well since they're mostly regular ones.
  32. I've got at least 4 potions, none of which I need. I guess, they are for non-healer in the game plays? Or maybe, it's too easy because I'm having Devotion Aura+Rejuvenation?
  33. You should trigger the neutral units to use their spells regardless of their coded priorities/situations.
  34. Reaching the Resurrection Stone near the Sea Behemoth, it does not activate. These neutral buildings don't show on the minimap.
  35. Items get repetitive. Are they somewhat random? I've got three Health Stones.
  36. The Magnatuar Destroyer is supposed to be a miniboss but it's so weak that you don't even need to use the ultimates (with the druid in the team).
  37. The Resurrection Stone near the portal/strongest Magnatuar does not activate when nearing it with the heroes. OK, another one was activated after teleportation.
  38. After teleportation, the heroes should face south, not north because north there is no path to go to.
  39. You can see the Chaos Knight if you go close to the barriers. Why is the hero red?
  40. The Warrior can choose level two avatar at level 8 while the druid needs level 9 for the second level of the Locust Swarm ability (spirits).
  41. Rarely used mana, mostly just for Rejuvenation. Now I've found Khadgar's Pipe of Insight.
  42. To combine Ring of Protections, you need the same level for two (or how many?) items at a time?
  43. Kind of weird to get material creatures from immaterial ones (spiderlings from ghosts).
  44. The Succubus is also red.
  45. Would have been nice to combine the health and mana stones.
  46. Bladebane armour and Lion of Stormwind both give Devotion Aura. Imagine that I have these items and I also have the Warrior.
  47. Fountains of Health are pretty much useless when playing with the warrior and druid.
  48. The Healing Ward Spell doesn't say how much it heals. I assume it's the same as in the original game but still, tooltips should be explanatory:
    Tooltip Tutorial
    Creating Good Descriptions
  49. The Warlock is also red.
  50. Melee heroes can't attack flying units... unless they have the luck to find an orb. What if you play with two melee heroes? Ignoring the units is not fun.
  51. First actual boss fight against the big nerubian+co. Sure, if I ran each time to use the fountains, it would've been boring.
  52. The ancient nerubian queen doesn't know how to go to corpses nearby and raise more dead so it can use Death Pact on them. Basically, if you drag the monster away from corpses, its mana becomes pretty useless.
  53. Not sure if intended but not all eggs hatched during the battle with their queen.
  54. Only Webspinners in the eggs. That could have been pretty bad for Death Pact since these nerubians have Raise Dead.
  55. The ancient nerubian queen's model doesn't have a decay animation. I assume it was intended to be a hero. Thus, the body remains quite some time on the ground before it disappears and there's a flickering purple effect on it.
  56. Maybe, you'd like to use some custom icons for custom items.
  57. Penguin hovering on a cloud. What kind of name is that? :D It's too long.
  58. More item combinations in general won't hurt.
  59. The Revenant mage doesn't do anything but attack. Mana for naught. Please, this is supposed to be an important creature in the game, not just a stronger unit.
  60. The skeletons beyond the Way Gate are way too weak and they keep running back and forth like crazy. The same with the zombies. The Skeletal Orcs are much better.
  61. Alright, the demon also runs like crazy when its reaching low hit points. It's probably because it belongs to a player that has an AI. It even exited trough a Way Gate south of it and ran somewhere north... and then if you go back to Ragnar your hero is paused and that's it. Weird thing is that when I loaded the game there was a dialog box with 5 or so Yes buttons.
  62. OK, the pit lord returned to the initial point but unbeknownst to me.
  63. The game's Corrupted Ancients have a rooted attack animation bug. I suggest you replace such models with: Rooted Corrupted Ancients attack animation bug and Ujimasa Hojo's Resources Discussion
  64. Treants don't use their mana. They have 0 armour so they're pretty much weak.
  65. Protectors are weak (damge). Piercing deals little to heroes and the tower's attack speed is slow.
  66. I don't think it's necessary for each Corrupted Protector to give a potion.
  67. I suggest you make the keys in the optional quest variables (like runes) so you don't have to use space. My penguins were full too :D
  68. Since there's one space left for a spell on the hero (between the second ultimate and Patrol), you could either add a unique passive or an ability for each hero from the start or later.
  69. Some spells like Avatar don't mention any values but the duration once learned. Please rectify such descriptions.
  70. You could add some abilities to the Corrupted Tree of Eternity (summon other treants, stun etc.).
  71. Avoid playing music through the sound channel.
  72. The Forgotten One fight is another example of how boss fights should be.
  73. When the northern glaive thrower's elevator went down, the lever remained invulnerable. Also, I don't think it's necessary to pause the fight with the cinematic mode each time. Players should just keep an eye on the elevators after they are shown the first one lowering.
  74. Wards should be immune to magic. The Healing Ward can be destroyed by Lightning Shield.
  75. Forgotten One's selection circle is too small.
  76. Too bad Treant Explosion doesn't work on buildings (Forgotten One).
  77. At least the third Glaive Thrower lever worked otherwise it would have lasted 1h or so.
  78. The Snow Elf froze animation (except the glaive spinning) after breaking free.
  79. It's not necessary to see the elf go through the Way Gate in cinematic mode. Also, for a split second, the elf turned back.
  80. Snow Elf's Scepter also gives Diablo III-esque wings. Is it intended for the Anti-Magic Shell to be cast on enemy units as well? It should cast the ability directly through it not adding it to the hero, occupying an ability slot.
  81. Well, the pit lord was so far away from Ragnar that they could've ran a long time ago.
  82. Again, cinematic mode isn't advised when Ragnar and co. leave unless you can skip it as units might get blocked by the heroes standing between the barricades.
  83. The spells don't mention their current level in the description (title).
  84. Because the Succubus is red coloured but belonging to the purple player, the mirror images are purple and the demoness red. Not only that but a spell like Life Drain is compromising the real hero anyway. The illusions don't disappear/die when the succubus is killed.
  85. The elven mages are so weak, you can beat them without using ultimates and only one healing spell. Well, of course, you could use no spells at all, attack them, retreat to fountains and return.
  86. The Infernals are not immune to magic. Some might appear behind the summoner unable to do anything. The trapped one ran somewhere after the Summoner was destroyed.
  87. I suggest more unit types for the Summoner to call: magic immune ones, non-magic immune ones, ranged ones, melee ones, each with spells etc.
  88. The Ghost Keeper's animation was frozen. Well, wouldn't it have been safer not to open the barrier? How could the ghost's spirit rest without knowing if the heroes would be able to defeat the evil first?
  89. The penguins should be moved beyond the barrier in the last quest zone.
  90. Got 4 new resurrection stone activated messages after the scene with the weird sounds finished beyond the above mentioned barrier.
  91. Funny thing is that I've pressed ESC and the barrier disappeared while getting messages about the previous quest.
  92. Dead Snow Elf Warlock is red.
  93. Shadow Spawns are way too weak for that part of the level.
  94. Freezing Flame doesn't seem to be using any mana apart from to cast Frost Armour.
  95. Apparently there should have been one more optional quest. No idea where to get it.
  96. Shadow Spawns attack the heroes during the scene after the big boss was killed.
  97. Those Treants sure kill everything.
  98. I feel as if you should have used the platform where the Sludges are for more diversity, not one time only.
  99. Why is Ragnar and co. near a boat near the king instead of in the camp?
  100. The king didn't face the heroes when talking.
  101. The Peasants stopped at the edge of the camera in both scenes. The heroes+king stopped a few seconds before the black out came (camera/scene changed).
  102. Only the red hero got into the cavern.
  • The map is nice, old school. Reminds me of a RoC RPG I love but don't have anymore: Gnoll Wood/Jungle RPG or something the like.
  • You should make the gameplay interesting. At this point it's mostly attack+move. Enhance/improve the first part of the game (until the second phase of the island) as it is too monotonous. Bosses and stronger creatures should have fun mechanics not be just units with stronger stats. Play some RPG maps around here and get some inspiration.
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  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Please remove the campaign tag. This is not a campaign at all. It's just a map. Campaigns are more than 1 map, related and especially under a .w3n file.
Why is there a difference between the author and username?

  1. You should be able to choose whatever hero you'd like, not get only a specific one. The buffing should be done after choosing a desired hero.
  2. What's an Alfader? Isn't that something related to Odhin?
  3. The circles of power should tell you what abilities the heroes have to make you decide whether to choose or not. The best way to showcase a hero's abilities is to make the share the heroes with every player and pause/immobilize them. That way players, could read the ability descriptions in their ability menus.
  4. By the way, are those hero names your coworkers'?
  5. Rather normal Warcraft III spells. You could import some custom ones if you have little experience making ones yourself: Spells | HIVE
  6. New Resurrection stone has been activated. Well, it's more like the first one.
  7. You can briefly see the whole map when the blue chooses a hero (singleplayer mode).
  8. Units selected during cinematic mode.
  9. With enough patience you can actually destroy the ice rock gate near Lars.
  10. You should turn down the volume on that wind sound.
  11. Pressed ESC somewhere in the gnoll zone (shallow water) where the little ones were and got the message: New Quest Received: Retrieve Lars' explosives.
  12. The Healing Ward is name Serpent Ward. It also does't say how much it lasts.
  13. You are forced to play with a healer so that Lars won't die in the second phase of the quest.
  14. Skipping the scene where you meet the king, will move the camera to somewhere in the east. The same happens if you press ESC after the scene and you also get the same quest message again.
  15. The robot voices are awful. They are totally annoying. I can't even concentrate on reading the text. I'd rather read the text and imagine how the voices would sound. If you really want voices in your map, please ask around: Voice actors needed for a campaign near completion
  16. Shouldn't the king have a personal guard? Their expedition seems rather vulnerable.
  17. The gameplay is rather linear.
  18. Should you be able to choose the same spell on the next level up? Normally (in WcIII) you have to wait two level ups to do that.
  19. Feels unnatural for gnolls and wolves to be living in a windy and watery region.
  20. You can drag the wolves near the quest one, few by few.
  21. The hero selection zone should be hidden after heroes are chosen.
  22. The Dire Frostwolf is weak alone and doesn't do anything special. Not even using mana probably because it was intended for Roar and that is used by the AI when there are allied units nearby.
  23. Didn't know wolves liked carrying necklaces and periapts :D
  24. Actually, it looks like after every new quest+scene pressing the ESC key will make the cinematic mode quickly appear and disappear and the same quest message be given.
  25. New Quest. What about, new main/optional quest?
  26. Shouldn't the exclamation mark disappear after a quest is finished? Agnar still has it.
  27. Shouldn't the shipyard have no boats?
  28. You basically kill units on the map. I suggest some trigger and interesting mechanics implementation.
  29. Genocidal Mortar Team.
  30. The Dragonspawn Overseer is also weak alone. Doesn't do anything.
  31. Maybe, you'd like to work more on items as well since they're mostly regular ones.
  32. I've got at least 4 potions, none of which I need. I guess, they are for non-healer in the game plays? Or maybe, it's too easy because I'm having Devotion Aura+Rejuvenation?
  33. You should trigger the neutral units to use their spells regardless of their coded priorities/situations.
  34. Reaching the Resurrection Stone near the Sea Behemoth, it does not activate. These neutral buildings don't show on the minimap.
  35. Items get repetitive. Are they somewhat random? I've got three Health Stones.
  36. The Magnatuar Destroyer is supposed to be a miniboss but it's so weak that you don't even need to use the ultimates (with the druid in the team).
  37. The Resurrection Stone near the portal/strongest Magnatuar does not activate when nearing it with the heroes. OK, another one was activated after teleportation.
  38. After teleportation, the heroes should face south, not north because north there is no path to go to.
  39. You can see the Chaos Knight if you go close to the barriers. Why is the hero red?
  40. The Warrior can choose level two avatar at level 8 while the druid needs level 9 for the second level of the Locust Swarm ability (spirits).
  41. Rarely used mana, mostly just for Rejuvenation. Now I've found Khadgar's Pipe of Insight.
  42. To combine Ring of Protections, you need the same level for two (or how many?) items at a time?
  43. Kind of weird to get material creatures from immaterial ones (spiderlings from ghosts).
  44. The Succubus is also red.
  45. Would have been nice to combine the health and mana stones.
  46. Bladebane armour and Lion of Stormwind both give Devotion Aura. Imagine that I have these items and I also have the Warrior.
  47. Fountains of Health are pretty much useless when playing with the warrior and druid.
  48. The Healing Ward Spell doesn't say how much it heals. I assume it's the same as in the original game but still, tooltips should be explanatory:
    Tooltip Tutorial
    Creating Good Descriptions
  49. The Warlock is also red.
  50. Melee heroes can't attack flying units... unless they have the luck to find an orb. What if you play with two melee heroes? Ignoring the units is not fun.
  51. First actual boss fight against the big nerubian+co. Sure, if I ran each time to use the fountains, it would've been boring.
  52. The ancient nerubian queen doesn't know how to go to corpses nearby and raise more dead so it can use Death Pact on them. Basically, if you drag the monster away from corpses, its mana becomes pretty useless.
  53. Not sure if intended but not all eggs hatched during the battle with their queen.
  54. Only Webspinners in the eggs. That could have been pretty bad for Death Pact since these nerubians have Raise Dead.
  55. The ancient nerubian queen's model doesn't have a decay animation. I assume it was intended to be a hero. Thus, the body remains quite some time on the ground before it disappears and there's a flickering purple effect on it.
  56. Maybe, you'd like to use some custom icons for custom items.
  57. Penguin hovering on a cloud. What kind of name is that? :D It's too long.
  58. More item combinations in general won't hurt.
  59. The Revenant mage doesn't do anything but attack. Mana for naught. Please, this is supposed to be an important creature in the game, not just a stronger unit.
  60. The skeletons beyond the Way Gate are way too weak and they keep running back and forth like crazy. The same with the zombies. The Skeletal Orcs are much better.
  61. Alright, the demon also runs like crazy when its reaching low hit points. It's probably because it belongs to a player that has an AI. It even exited trough a Way Gate south of it and ran somewhere north... and then if you go back to Ragnar your hero is paused and that's it. Weird thing is that when I loaded the game there was a dialog box with 5 or so Yes buttons.
  62. OK, the pit lord returned to the initial point but unbeknownst to me.
  63. The game's Corrupted Ancients have a rooted attack animation bug. I suggest you replace such models with: Rooted Corrupted Ancients attack animation bug and Ujimasa Hojo's Resources Discussion
  64. Treants don't use their mana. They have 0 armour so they're pretty much weak.
  65. Protectors are weak (damge). Piercing deals little to heroes and the tower's attack speed is slow.
  66. I don't think it's necessary for each Corrupted Protector to give a potion.
  67. I suggest you make the keys in the optional quest variables (like runes) so you don't have to use space. My penguins were full too :D
  68. Since there's one space left for a spell on the hero (between the second ultimate and Patrol), you could either add a unique passive or an ability for each hero from the start or later.
  69. Some spells like Avatar don't mention any values but the duration once learned. Please rectify such descriptions.
  70. You could add some abilities to the Corrupted Tree of Eternity (summon other treants, stun etc.).
  71. Avoid playing music through the sound channel.
  72. The Forgotten One fight is another example of how boss fights should be.
  73. When the northern glaive thrower's elevator went down, the lever remained invulnerable. Also, I don't think it's necessary to pause the fight with the cinematic mode each time. Players should just keep an eye on the elevators after they are shown the first one lowering.
  74. Wards should be immune to magic. The Healing Ward can be destroyed by Lightning Shield.
  75. Forgotten One's selection circle is too small.
  76. Too bad Treant Explosion doesn't work on buildings (Forgotten One).
  77. At least the third Glaive Thrower lever worked otherwise it would have lasted 1h or so.
  78. The Snow Elf froze animation (except the glaive spinning) after breaking free.
  79. It's not necessary to see the elf go through the Way Gate in cinematic mode. Also, for a split second, the elf turned back.
  80. Snow Elf's Scepter also gives Diablo III-esque wings. Is it intended for the Anti-Magic Shell to be cast on enemy units as well? It should cast the ability directly through it not adding it to the hero, occupying an ability slot.
  81. Well, the pit lord was so far away from Ragnar that they could've ran a long time ago.
  82. Again, cinematic mode isn't advised when Ragnar and co. leave unless you can skip it as units might get blocked by the heroes standing between the barricades.
  83. The spells don't mention their current level in the description (title).
  84. Because the Succubus is red coloured but belonging to the purple player, the mirror images are purple and the demoness red. Not only that but a spell like Life Drain is compromising the real hero anyway. The illusions don't disappear/die when the succubus is killed.
  85. The elven mages are so weak, you can beat them without using ultimates and only one healing spell. Well, of course, you could use no spells at all, attack them, retreat to fountains and return.
  86. The Infernals are not immune to magic. Some might appear behind the summoner unable to do anything. The trapped one ran somewhere after the Summoner was destroyed.
  87. I suggest more unit types for the Summoner to call: magic immune ones, non-magic immune ones, ranged ones, melee ones, each with spells etc.
  88. The Ghost Keeper's animation was frozen. Well, wouldn't it have been safer not to open the barrier? How could the ghost's spirit rest without knowing if the heroes would be able to defeat the evil first?
  89. The penguins should be moved beyond the barrier in the last quest zone.
  90. Got 4 new resurrection stone activated messages after the scene with the weird sounds finished beyond the above mentioned barrier.
  91. Funny thing is that I've pressed ESC and the barrier disappeared while getting messages about the previous quest.
  92. Dead Snow Elf Warlock is red.
  93. Shadow Spawns are way too weak for that part of the level.
  94. Freezing Flame doesn't seem to be using any mana apart from to cast Frost Armour.
  95. Apparently there should have been one more optional quest. No idea where to get it.
  96. Shadow Spawns attack the heroes during the scene after the big boss was killed.
  97. Those Treants sure kill everything.
  98. I feel as if you should have used the platform where the Sludges are for more diversity, not one time only.
  99. Why is Ragnar and co. near a boat near the king instead of in the camp?
  100. The king didn't face the heroes when talking.
  101. The Peasants stopped at the edge of the camera in both scenes. The heroes+king stopped a few seconds before the black out came (camera/scene changed).
  102. Only the red hero got into the cavern.
  • The map is nice, old school. Reminds me of a RoC RPG I love but don't have anymore: Gnoll Wood/Jungle RPG or something the like.
  • You should make the gameplay interesting. At this point it's mostly attack+move. Enhance/improve the first part of the game (until the second phase of the island) as it is too monotonous. Bosses and stronger creatures should have fun mechanics not be just units with stronger stats. Play some RPG maps around here and get some inspiration.
Approved.


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Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/

Thank you for such extensive feedback, this is pure gold. However, I feel that a couple of the points you mentioned were rather strange. I will list them below:

11: Was this outside of cinematic mode? You pressed ESC and while not in cinematic mode you received a quest message?
12: Lars can survive if you run ahead and tank the next wolf group while he is fighting a low HP wolf.
23: Haha the wolf ate his brother, so the necklace was found in the stomach of the wolf. I should probably include it in the quest description :p
24: I am not 100% sure what you mean by this. I tested the cinematics not long ago, and to me they all seemed to be working fine? I will run through it again and see what might be wrong.
26: Yes the quest mark should disappear, really weird that it didn't disappear for you.
29: Not sure what you are referring to by genocidal mortar team?
34: The ress stone near sea giant is for after the final boss, when you come back.
37: Same with this ress stone.
39: I have no idea why the hero is red, if by hero you are referring to the chaos knight. He should most certainly be a neutral hostile color.
41: Khadgars pipe of insight? I can't even remember putting that in the map, are you sure it's not khadgars gem of health?
42: All of them at the same time.
44: Same as 39, succubus should absolutely not be red, no idea why this is happening. The model might be slightly red, but other than that it shouldn't have any particular team color.
49: Same thing here, really weird. I will thoroughly research what might be causing this.
50: You should be getting orb of fire and orb of venom before meeting any flying units.
53: Two eggs hatches every 2 seconds.
57: Don't hate on my penguin on a cloud :p
59: The revenant should be casting loads of spells, you might have an older version. Version 1.8 and 1.9 fixed a lot of creature AIs. He should be banishing heroes, casting locust swarm, and some other spells.
61: Are you saying you never got the dialog box at all, or that it showed up again when you loaded the game?
68: You receive an item that gives you AMS. I set AMS to fill this spot. However as pointed out in 80 I can have it cast AMS through the item, if that's what you meant.
73: The thing with the lever here is also really weird. This is a boss fight I thought I had tested extensively. I am using a rather outdated version, not sure if that might be why.
86: Nothing is magic immune due to the nature of the heroes Blood Warlock and Mage. None of them has auto attack, so in a run where you play both of those a couple of magic immune units would kill them both.
88: He used his remaining power to release the barriers, but yes I see your point.
92: Again, this color issue is super weird.
95: Optional quests: Dragonkin quest, kill ragnar, kill pit lord, help snow elf. If you had an additional, undiscovered quest after having completed those then I will have a closer look.
98: Please elaborate. Do you mean in other, similar instances? Boss fights and such?
99: Do you mean after you complete the quest for Ragnar, that after he went back to the king he is standing near a boat?



These are the only points I didn't understand, or I feel needed to be clarified a little. Other than that I will take everything you said into consideration, and make changes accordingly. Thank you for your time.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
11: Was this outside of cinematic mode? You pressed ESC and while not in cinematic mode you received a quest message?
Yes after every cinematic scene ends, if you press ESC, that happens. Same for point 24.
12: Lars can survive if you run ahead and tank the next wolf group while he is fighting a low HP wolf.
Sure but he moves as fast as you :D
26: Yes the quest mark should disappear, really weird that it didn't disappear for you.
Must have been because I've pressed ESC after the scene and another ! mark was created on the unit. I think the triggers for skipping the cinematic scenes are not turned off once the a scene ends.
29: Not sure what you are referring to by genocidal mortar team?
They want the heroes to kill all dragons, not just their leader.
39: I have no idea why the hero is red, if by hero you are referring to the chaos knight. He should most certainly be a neutral hostile color.
I'm curious if it's because I've played it on 1.29.2. It could be. If the colour that appears to you on a newer patch is not red, then don't mind me.
41: Khadgars pipe of insight? I can't even remember putting that in the map, are you sure it's not khadgars gem of health?
I'm positive. I have also found Khadgar's Gem of Health and combined it later.
42: All of them at the same time.
Yeah, forgot to remove that, sorry. I found out playing.
50: You should be getting orb of fire and orb of venom before meeting any flying units.
I found my first orb after :D
53: Two eggs hatches every 2 seconds.
I'm saying there were still other eggs left that didn't hatch even though the queen was not dead yet. Or are you saying, the queen had an ability to create eggs near her? I was talking about the doodad eggs where you find the queen.
59: The revenant should be casting loads of spells, you might have an older version. Version 1.8 and 1.9 fixed a lot of creature AIs. He should be banishing heroes, casting locust swarm, and some other spells.
I've downloaded the map today. Also, yeah, Locust Swarm but when it had too little HP that it didn't matter anymore.
61: Are you saying you never got the dialog box at all, or that it showed up again when you loaded the game?
After I started loading the game, for a brief moment I saw those Yes boxes and then the map started loading.
73: The thing with the lever here is also really weird. This is a boss fight I thought I had tested extensively. I am using a rather outdated version, not sure if that might be why.
Just checked. You're still on 1.21b. I'm surprised the map still works properly. I doubt it's related to the patch version since the other two levers work.
86: Nothing is magic immune due to the nature of the heroes Blood Warlock and Mage. None of them has auto attack, so in a run where you play both of those a couple of magic immune units would kill them both.
Good point, however, that pretty much kills magic immunity on enemies. At this point it's a stalemate.
95: Optional quests: Dragonkin quest, kill ragnar, kill pit lord, help snow elf. If you had an additional, undiscovered quest after having completed those then I will have a closer look.
Weird indeed. Must be because of the ESC issue or something related to quest creation since I used iseedeadpeople to check if there was any other land patch to investigate and couldn't find any.
Ahhh, I get it. It's the one where you have to kill Ragnar but because I chose not to, well, I didn't get it. OK, case solved. I guess that one should be removed once you decide not to get on the demon's side.
98: Please elaborate. Do you mean in other, similar instances? Boss fights and such?
For the last battle. Basically, have multiple instance of teleporting the heroes there from time to time for them to do stuff, battle creatures, interact with doodads like levers, dodge projectiles, what ever comes to your mind.
99: Do you mean after you complete the quest for Ragnar, that after he went back to the king he is standing near a boat?
After I got back to the king to complete the game, Ragnar and his crew were facing the river and were standing close to the boat.

Don't forget about the campaign tag :p Replace it with RPG.
 
Yes after every cinematic scene ends, if you press ESC, that happens. Same for point 24.

Sure but he moves as fast as you :D

Must have been because I've pressed ESC after the scene and another ! mark was created on the unit. I think the triggers for skipping the cinematic scenes are not turned off once the a scene ends.

They want the heroes to kill all dragons, not just their leader.

I'm curious if it's because I've played it on 1.29.2. It could be. If the colour that appears to you on a newer patch is not red, then don't mind me.

I'm positive. I have also found Khadgar's Gem of Health and combined it later.

Yeah, forgot to remove that, sorry. I found out playing.

I found my first orb after :D

I'm saying there were still other eggs left that didn't hatch even though the queen was not dead yet. Or are you saying, the queen had an ability to create eggs near her? I was talking about the doodad eggs where you find the queen.

I've downloaded the map today. Also, yeah, Locust Swarm but when it had too little HP that it didn't matter anymore.

After I started loading the game, for a brief moment I saw those Yes boxes and then the map started loading.

Just checked. You're still on 1.21b. I'm surprised the map still works properly. I doubt it's related to the patch version since the other two levers work.

Good point, however, that pretty much kills magic immunity on enemies. At this point it's a stalemate.

Weird indeed. Must be because of the ESC issue or something related to quest creation since I used iseedeadpeople to check if there was any other land patch to investigate and couldn't find any.
Ahhh, I get it. It's the one where you have to kill Ragnar but because I chose not to, well, I didn't get it. OK, case solved. I guess that one should be removed once you decide not to get on the demon's side.

For the last battle. Basically, have multiple instance of teleporting the heroes there from time to time for them to do stuff, battle creatures, interact with doodads like levers, dodge projectiles, what ever comes to your mind.

After I got back to the king to complete the game, Ragnar and his crew were facing the river and were standing close to the boat.

Don't forget about the campaign tag :p Replace it with RPG.


Ok this cleared up a lot. I am actually using version 1.26, but I downloaded some editor from this site that allowed me to place over the normal limit of doodads, and apparently that saves my map to a 1.21b version :p


The egg issue might be the nature of the triggers. It's just a every 2 seconds of game time a destructible within region dies, and another trigger that says when a destructible within region dies a unit is spawned. The eggs that didn't hatch are probably outside of the region.

Hmm the thing with the yes boxes might be because of a real variable being set when you load the game. It is not supposed to be set upon load/initialization. Not sure if this might be it.

And the Ragnar quest is actually supposed to be discovered and marked as failed, I will correct it in a future patch.

Also good idea on the multiple teleporting instances, will definitely look into implementing it. Shouldn't be too hard, just time consuming as everything has to be reset if the heroes dies.


I will look at all of this tomorrow, I live in Bangkok and here it is almost 6am at the moment so I have to get to bed if I am to have any chance of waking up in time for work. Expect a new release any time within 2-7 days.


P.s: A question that was left unanswered; The hero names are just random norse names, and allfader is basically Odin and means "Father of all" or "Allfather" directly translated. Angan Friggjar which is the proper name is also just another name for Odin.

(tag has been changed to RPG)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
The egg issue might be the nature of the triggers. It's just a every 2 seconds of game time a destructible within region dies, and another trigger that says when a destructible within region dies a unit is spawned. The eggs that didn't hatch are probably outside of the region.
Well, if you destroy the eggs yourself, the nerubians spawn, only Webspinners though.
Hmm the thing with the yes boxes might be because of a real variable being set when you load the game. It is not supposed to be set upon load/initialization. Not sure if this might be it.
It's not an issue. What is, is the fact that your hero gets permanently paused when returning to Ragnar if the demon wasn't killed yet (and after you declined his offer).
Also good idea on the multiple teleporting instances, will definitely look into implementing it. Shouldn't be too hard, just time consuming as everything has to be reset if the heroes dies.
True. I do know that feeling.
I will look at all of this tomorrow, I live in Bangkok and here it is almost 6am at the moment so I have to get to bed if I am to have any chance of waking up in time for work. Expect a new release any time within 2-7 days.
Wow man, don't stay up for things like these. It's not worth it. Rest is important. All in due time.
 
Ok so after having updated to version v1.30.4 I found several issues. In the version I had there was a total of 12 player slots, neutral hostile and netural passive. In 1.30.4 there are 24 player slots, neutral hostile and neutral passive. In the old version neutral hostile would be "player 13" so in the new version it is automatically set to "Player 13 maroon", where maroon is a kind of red... I had changed a lot of units in the object editor to be neutral passive color instead of their matching team color. So I guess that explains the color issue.

Furthermore, none of you have actually been able to hear the voices in the cinematics, which saddens me as I had made voice acting for all characters in every single cinematic with text to speech and different accents. Even the female voice of the mage hero was a female text to speech actor :p After having updated from 1.26, NONE of the mp3 sounds works, so I am considering scrapping the whole voice acting thing. MAYBE I export the sounds, convert them to wav and then import them again, we will see.

I have not been able to replicate the skip cinematic issues. I have been spamming ESC all over the place with all heroes, both in single hero and multi hero modes. The question mark above Agnar disappears every time as well so idk what that might be. The camera doesn't pan to some weird place, and every time I skip a cinematic I just reset the camera and receive the next, correct quest update. If anyone else can confirm if it is just me who is seeing this correctly that would be great.

Most of the bugs that has been adressed has been fixed including adding models for the corrupted ancients, and now the balancing + making it more interesting + triggering better AI for strong mobs remains. I have some ideas that will be brought to life.


I will release the next patch when I have done everything on the to do list.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
So I guess that explains the color issue.
Yes. Since 1.29 there are 24 colours plus neutral hostile and passive.
Furthermore, none of you have actually been able to hear the voices in the cinematics, which saddens me as I had made voice acting for all characters in every single cinematic with text to speech and different accents.
Really!? I beg to differ:
The robot voices are awful. They are totally annoying. I can't even concentrate on reading the text. I'd rather read the text and imagine how the voices would sound. If you really want voices in your map, please ask around: Voice actors needed for a campaign near completion
I have not been able to replicate the skip cinematic issues. I have been spamming ESC all over the place with all heroes, both in single hero and multi hero modes. The question mark above Agnar disappears every time as well so idk what that might be. The camera doesn't pan to some weird place, and every time I skip a cinematic I just reset the camera and receive the next, correct quest update. If anyone else can confirm if it is just me who is seeing this correctly that would be great.
Could be because of the patch version difference then.
 
Level 6
Joined
Mar 25, 2018
Messages
210
i think i heared 3 different voices in my playthrough, the ghost king voice is indeed awful, i dont remember offhand who were the other 2 i heard
 
All of them should have different voices, only the wav ones plays for me. The wav ones are the ghost king and pit lord, and I can understand why those are horrible. The other ones sounds rather natural to be honest. Anyhow if both of you are saying I should remove the sounds entirely then I might do that. Just sucks to discard all that work but w/e.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
All of them should have different voices, only the wav ones plays for me. The wav ones are the ghost king and pit lord, and I can understand why those are horrible. The other ones sounds rather natural to be honest. Anyhow if both of you are saying I should remove the sounds entirely then I might do that. Just sucks to discard all that work but w/e.
Some sound OK but Lars talks like a robot. Didn't you use some software for that? The Pit Lord's voice and other weird creatures have an OK voice but some sound very robotic with little to no intonation or wrong intonation.
Don't base your next action on two people's replies.
 
Some sound OK but Lars talks like a robot. Didn't you use some software for that? The Pit Lord's voice and other weird creatures have an OK voice but some sound very robotic with little to no intonation or wrong intonation.
Don't base your next action on two people's replies.

So you are saying you can hear Lars?

I used From Text To Speech - Free online TTS service for the voices, and changed the voices with Voice Changer - Online & Free. The first one saves to .mp3 while the ones being ran through the second one are saved to .wav, which is why pit lord and ghost works fine.
 
Yeah, and so, you did use digital speech generators. I once again suggest you ask people around here (i provided a link) to help you with voice acting if you actually want it to sound normal.

Yeah I saw it, for the time being I will remove the sounds and just focus on enhancing the gameplay and removing any and all bugs that are still present. Maybe I will re-entertain the thought of proper voice acting when everything else is in place.
 
@deepstrasz
@DrakPanda


Here it is, Winter is Coming v2.0. It took a lot longer than expected to rectify all the issues that was adressed by @deepstrasz, but I feel like I have fixed most of it.

This version is best played in Warcraft v1.29, as sounds will fail to play in 1.30.4 (unsure if this applies to versions between 1.29 and 1.30.4).

Read changelog for info

or


Read changes under:


You should be able to choose whatever hero you'd like, not get only a specific one. The buffing should be done after choosing a desired hero.

The default heroes are meant to be played together, not alone, which is why you have the option to play two standard heroes or a buffed hero. Using a stand alone buffed default hero would serve no purpose.

The circles of power should tell you what abilities the heroes have to make you decide whether to choose or not. The best way to showcase a hero's abilities is to make the share the heroes with every player and pause/immobilize them. That way players, could read the ability descriptions in their ability menus.

Circles now showcases abilities.

Rather normal Warcraft III spells. You could import some custom ones if you have little experience making ones yourself: Spells | HIVE

Some spells has been replaced, imported one new spell and made some others. Still some standard spells but not much.

New Resurrection stone has been activated. Well, it's more like the first one.

First one now says "Resurrection stone activated"

You can briefly see the whole map when the blue chooses a hero (singleplayer mode).

Fixed.

Units selected during cinematic mode.

Not sure how to fix this. I don't consider it very important.

With enough patience you can actually destroy the ice rock gate near Lars.

No longer possible.

You should turn down the volume on that wind sound.

Should be fixed. I am having some sound issues so this might still be too loud.

Pressed ESC somewhere in the gnoll zone (shallow water) where the little ones were and got the message: New Quest Received: Retrieve Lars' explosives.

Should be fixed.

The Healing Ward is name Serpent Ward. It also does't say how much it lasts.

Corrected.

You are forced to play with a healer so that Lars won't die in the second phase of the quest.

Not really, if you taunt with barbarian, or run ahead with warlock/mage and make sure Lars doesn't get any aggro. There are multiple ways to prevent him from dying :p

Skipping the scene where you meet the king, will move the camera to somewhere in the east. The same happens if you press ESC after the scene and you also get the same quest message again.

Should no longer be happening.

The robot voices are awful. They are totally annoying. I can't even concentrate on reading the text. I'd rather read the text and imagine how the voices would sound. If you really want voices in your map, please ask around: Voice actors needed for a campaign near completion

Robot voices removed.

Shouldn't the king have a personal guard? Their expedition seems rather vulnerable.

King now has two royal guards.

The gameplay is rather linear.

Haven't been able to think of a way to work on this tbh.

Should you be able to choose the same spell on the next level up? Normally (in WcIII) you have to wait two level ups to do that.

I'm not sure why but setting level skip requirement to 2 doesn't change anything (you can choose the same spell two consecutive levels), and setting it to 3 makes you have to wait 3 levels (which is how it should work). I left it at 3 for now.

Feels unnatural for gnolls and wolves to be living in a windy and watery region.

Yeah, the gnolls and wolves in this world are strange creatures. They're rebellious as f**k, and doesn't heed advice regarding harsh weather and cold waters.

You can drag the wolves near the quest one, few by few.

No longer possible without aggroing the whole pack.

The hero selection zone should be hidden after heroes are chosen.

Fixed.

The Dire Frostwolf is weak alone and doesn't do anything special. Not even using mana probably because it was intended for Roar and that is used by the AI when there are allied units nearby.

AI of a lot of units has been overhauled, this unit included.

Didn't know wolves liked carrying necklaces and periapts :D

It says on the description of the necklace that it's found in the wolf's belly. No longer drops a periapt.

Actually, it looks like after every new quest+scene pressing the ESC key will make the cinematic mode quickly appear and disappear and the same quest message be given.

Fixed.

New Quest. What about, new main/optional quest?

Quests now says "new/optional etc"

Shouldn't the exclamation mark disappear after a quest is finished? Agnar still has it.

Should be fixed.

Shouldn't the shipyard have no boats?

Yes, and it should be a dwarven shipyard, not a human shipyard. It has been fixed.

You basically kill units on the map. I suggest some trigger and interesting mechanics implementation.

Haven't been able to implement this if you are thinking of secrets and obstacles etc. I guess I just need some inspiration.

Genocidal Mortar Team.

Yeah, they're rather hateful.

The Dragonspawn Overseer is also weak alone. Doesn't do anything.

AI of a lot of units has been overhauled, this unit included.

Maybe, you'd like to work more on items as well since they're mostly regular ones.

Haven't been able to create more items. Lack of creativity I guess. It will come little by little in the future.

I've got at least 4 potions, none of which I need. I guess, they are for non-healer in the game plays? Or maybe, it's too easy because I'm having Devotion Aura+Rejuvenation?

Items has been altered, you no longer get as many potions or health stones as before.

You should trigger the neutral units to use their spells regardless of their coded priorities/situations.

AI of a lot of units has been overhauled, this unit included.

Reaching the Resurrection Stone near the Sea Behemoth, it does not activate. These neutral buildings don't show on the minimap.

It gets activated at another point in time.

Items get repetitive. Are they somewhat random? I've got three Health Stones.

Read previous statement about items.

The Magnatuar Destroyer is supposed to be a miniboss but it's so weak that you don't even need to use the ultimates (with the druid in the team).

AI of a lot of units has been overhauled, this unit included.

The Resurrection Stone near the portal/strongest Magnatuar does not activate when nearing it with the heroes. OK, another one was activated after teleportation.

Activates at another point in time.

After teleportation, the heroes should face south, not north because north there is no path to go to.

Fixed.

You can see the Chaos Knight if you go close to the barriers. Why is the hero red?

Color was a warcraft version issue. Seeing the Chaos knight is ok as long as he can't be aggroed/attacked.

The Warrior can choose level two avatar at level 8 while the druid needs level 9 for the second level of the Locust Swarm ability (spirits).

Avatar replaced. All descriptions should be corrected.

Rarely used mana, mostly just for Rejuvenation. Now I've found Khadgar's Pipe of Insight.

Removed pipe. Hopefully you will use more mana next time.

To combine Ring of Protections, you need the same level for two (or how many?) items at a time?

Seems like you already found out.

Kind of weird to get material creatures from immaterial ones (spiderlings from ghosts).

Fixed, spawns ghosts instead.

The Succubus is also red.

Fixed. Version issue.

Would have been nice to combine the health and mana stones.

You no longer receive as many health/mana stones so no point combining them.

Bladebane armour and Lion of Stormwind both give Devotion Aura. Imagine that I have these items and I also have the Warrior.

Devotion aura replaced.

Fountains of Health are pretty much useless when playing with the warrior and druid.

One health fountain removed. Hopefully they are useful now that the game is harder.

The Healing Ward Spell doesn't say how much it heals. I assume it's the same as in the original game but still, tooltips should be explanatory:
Tooltip Tutorial
Creating Good Descriptions

Fixed.

The Warlock is also red.

Fixed. Version issue.

Melee heroes can't attack flying units... unless they have the luck to find an orb. What if you play with two melee heroes? Ignoring the units is not fun.

You will now receive a orb of venom from the magnataur.

First actual boss fight against the big nerubian+co. Sure, if I ran each time to use the fountains, it would've been boring.

No fountain near nerubian boss.

The ancient nerubian queen doesn't know how to go to corpses nearby and raise more dead so it can use Death Pact on them. Basically, if you drag the monster away from corpses, its mana becomes pretty useless.

It should be triggered to use death pact on nearby webspinners (they are classified as undead).

Not sure if intended but not all eggs hatched during the battle with their queen.

They should all hatch now, unless the boss dies.

Only Webspinners in the eggs. That could have been pretty bad for Death Pact since these nerubians have Raise Dead.

That was my intention. Makes it challenging :p Hopefully not too hard.

The ancient nerubian queen's model doesn't have a decay animation. I assume it was intended to be a hero. Thus, the body remains quite some time on the ground before it disappears and there's a flickering purple effect on it.

Fixed. It is not removed from the game a couple of seconds after death.

Maybe, you'd like to use some custom icons for custom items.

Done.

Penguin hovering on a cloud. What kind of name is that? :D It's too long.

Name changed to Penguin hovering on a cloud of ice :p

More item combinations in general won't hurt.

Coming in a patch in the future.

The Revenant mage doesn't do anything but attack. Mana for naught. Please, this is supposed to be an important creature in the game, not just a stronger unit.

AI of a lot of units has been overhauled, this unit included.

The skeletons beyond the Way Gate are way too weak and they keep running back and forth like crazy. The same with the zombies. The Skeletal Orcs are much better.

Buffed, no longer running.

Alright, the demon also runs like crazy when its reaching low hit points. It's probably because it belongs to a player that has an AI. It even exited trough a Way Gate south of it and ran somewhere north... and then if you go back to Ragnar your hero is paused and that's it. Weird thing is that when I loaded the game there was a dialog box with 5 or so Yes buttons.

Should no longer be running.

OK, the pit lord returned to the initial point but unbeknownst to me.

See above^

The game's Corrupted Ancients have a rooted attack animation bug. I suggest you replace such models with: Rooted Corrupted Ancients attack animation bug and Ujimasa Hojo's Resources Discussion

Models added, fixed it.

Treants don't use their mana. They have 0 armour so they're pretty much weak.

Treants are now stronger.

Protectors are weak (damge). Piercing deals little to heroes and the tower's attack speed is slow.

Protectors are stronger and now casts impale. No longer has piercing damage. Faster attack.

I don't think it's necessary for each Corrupted Protector to give a potion.

Fixed.

I suggest you make the keys in the optional quest variables (like runes) so you don't have to use space. My penguins were full too :D

Keys are now variables.

Since there's one space left for a spell on the hero (between the second ultimate and Patrol), you could either add a unique passive or an ability for each hero from the start or later.

I could, but I have been unable to fix the item cooldown when casting through the item so I have to leave it like this for now. I have no ideas for passive abilities yet so no rush with this.

Some spells like Avatar don't mention any values but the duration once learned. Please rectify such descriptions.

All descriptions should be rectified, and Avatar is replaced.

You could add some abilities to the Corrupted Tree of Eternity (summon other treants, stun etc.).

AI of a lot of units has been overhauled, this unit included.

Avoid playing music through the sound channel.

I have set music volume to 0 from map initialization, because I just couldn't get the music to stop playing through the normal music triggers (stop currently playing music and stop current theme or something). So I need my sounds to be played somehow.

The Forgotten One fight is another example of how boss fights should be.

:p

When the northern glaive thrower's elevator went down, the lever remained invulnerable. Also, I don't think it's necessary to pause the fight with the cinematic mode each time. Players should just keep an eye on the elevators after they are shown the first one lowering.

I haven't been able to replicate this, hopefully it's not a recurring issue.

Wards should be immune to magic. The Healing Ward can be destroyed by Lightning Shield.

Fixed.

Forgotten One's selection circle is too small.

Fixed, also set selection circle for many other units.

Too bad Treant Explosion doesn't work on buildings (Forgotten One).

Haven't done anything about this yet.

The Snow Elf froze animation (except the glaive spinning) after breaking free.

Fixed.

It's not necessary to see the elf go through the Way Gate in cinematic mode. Also, for a split second, the elf turned back.

Fixed, no longer have to watch him go.

Snow Elf's Scepter also gives Diablo III-esque wings. Is it intended for the Anti-Magic Shell to be cast on enemy units as well? It should cast the ability directly through it not adding it to the hero, occupying an ability slot.

Read answer about spells in this spot and item cooldowns further up.

Well, the pit lord was so far away from Ragnar that they could've ran a long time ago.

Yeah but Ragnar doesn't know the city, the pit lord does.

Again, cinematic mode isn't advised when Ragnar and co. leave unless you can skip it as units might get blocked by the heroes standing between the barricades.

the reason for this is because they return to the camp to assume positions. When they exit the waygate they get teleported instantly. It would have looked dumb if they just disappeared, so I locked camera until they disappear. The units won't be blocked as the heroes are triggered to move to a point beyond the crates.

The spells don't mention their current level in the description (title).

Fixed.

Because the Succubus is red coloured but belonging to the purple player, the mirror images are purple and the demoness red. Not only that but a spell like Life Drain is compromising the real hero anyway. The illusions don't disappear/die when the succubus is killed.

AI of a lot of units has been overhauled, this unit included.

The elven mages are so weak, you can beat them without using ultimates and only one healing spell. Well, of course, you could use no spells at all, attack them, retreat to fountains and return.

AI of a lot of units has been overhauled, this unit included.

The Infernals are not immune to magic. Some might appear behind the summoner unable to do anything. The trapped one ran somewhere after the Summoner was destroyed.

No units are immune to magic due to blood warlock and mage.

I suggest more unit types for the Summoner to call: magic immune ones, non-magic immune ones, ranged ones, melee ones, each with spells etc.

AI of a lot of units has been overhauled, this unit included.

The Ghost Keeper's animation was frozen. Well, wouldn't it have been safer not to open the barrier? How could the ghost's spirit rest without knowing if the heroes would be able to defeat the evil first?

Fixed.

The penguins should be moved beyond the barrier in the last quest zone.

Fixed.

Got 4 new resurrection stone activated messages after the scene with the weird sounds finished beyond the above mentioned barrier.

Fixed.

Funny thing is that I've pressed ESC and the barrier disappeared while getting messages about the previous quest.

Fixed.

Dead Snow Elf Warlock is red.

Version issue, fixed.

Shadow Spawns are way too weak for that part of the level.

Shadow spawn is a lot stronger, and casts finger of pain.

Freezing Flame doesn't seem to be using any mana apart from to cast Frost Armour.

AI of a lot of units has been overhauled, this unit included.

Apparently there should have been one more optional quest. No idea where to get it.

Fixed.

Shadow Spawns attack the heroes during the scene after the big boss was killed.

Fixed.

Those Treants sure kill everything.

They might be a bit overpowered, but I have tested it against a lot of bosses and imo it's not too much.

I feel as if you should have used the platform where the Sludges are for more diversity, not one time only.

Done, the platform is now used in multiple instances.

Why is Ragnar and co. near a boat near the king instead of in the camp?

I hope they're still not trying to drown themselves. I haven't been able to replicate this more than 1-2 times and I have no idea why they do this. I suspect an AI issue.

The king didn't face the heroes when talking.

Fixed.

The Peasants stopped at the edge of the camera in both scenes. The heroes+king stopped a few seconds before the black out came (camera/scene changed).

They went all the way in 1.26, but in 1.29+ they don't due to widescreen differences. Not a really big issue though.

Only the red hero got into the cavern.

Should be fixed.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Not sure how to fix this. I don't consider it very important.
Somewhere at the Player or Cinematic commands there is, Unselect/Deselect units for player.
I'm not sure why but setting level skip requirement to 2 doesn't change anything (you can choose the same spell two consecutive levels), and setting it to 3 makes you have to wait 3 levels (which is how it should work). I left it at 3 for now.
You should be able to choose the next level of a spell after levelling up two times. Maybe, there are some other options there on the spell.
Haven't been able to implement this if you are thinking of secrets and obstacles etc. I guess I just need some inspiration.
Not just but the creatures to act somehow, use some spells, retreat, come back, I don't know, not just attack, attack, attack.
 
@DrakPanda hey, would you mind giving this another go and maybe raising the rating if you deem it worthy of that? Pretty please.

I would advise against it, nothing in here is leakless and as far as I remember I had no idea what leaks was when I made this. It is bound to crash from some insane periodic trigger somewhere. In fact, this can be put back in pending or awaiting update until I make it more stable. I plan on giving it a performance update and slight balance update (I made some of the bosses way too hard with the latest update) after I have released my current project.
 
and i do expect to see @FeelsGoodMan and his wonderful map making skills there as well

I will make maps for reforged, but I won't remake my old maps for Reforged. I have some plans for Reforged when it's released!


what's with the Dream author?

Dream has been my gamer nickname forever, but mainly in Counter Strike and in other gaming communities. It was taken on this site so I just signed up as FeelsGoodMan :p
 
Level 6
Joined
Mar 25, 2018
Messages
210
Remaking this for Reforged just so you could change the rating, I don't know.

not asking for a remake simply not testing/helping with anything wc3 till reforged release, new or old

knew responding to you was a bad idea, not suprised you twisted my words in some manner
 
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