Deleted member 219079
D
Deleted member 219079
Reported to your boss. Whose name begins with a letter between a and z in case you don't believe me.blasphemy said:I mainly have made this for me and my coworker to play at work
(5 ratings)
Reported to your boss. Whose name begins with a letter between a and z in case you don't believe me.blasphemy said:I mainly have made this for me and my coworker to play at work
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
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
Nice map,especially if you got someone to play with.
I really like Lars and Booom part .
All of the mentioned issues has been addressed, and is now fixed.
Thanks, I am glad you liked it Did you play single player or co-op?
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
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
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.@FeelsGoodMan id reccomend contacting @Daffa the Mage for a map review super suprised none of the map reviewers have gotten here
@FeelsGoodMan id recommend contacting @Daffa the Mage for a map review, super surprised none of the map reviewers have gotten here
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.
@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.
There is no problem with maps being in Pending status. They can be downloaded by anyone and played and commented upon. Those in Awaiting Update become invisible to non-reviewer/moderator eyes.should get you out of the pending pit then
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
There is no problem with maps being in Pending status.
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.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
Would you approve a 2 star map?
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?
- 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.
- What's an Alfader? Isn't that something related to Odhin?
- 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.
- By the way, are those hero names your coworkers'?
- Rather normal Warcraft III spells. You could import some custom ones if you have little experience making ones yourself: Spells | HIVE
- New Resurrection stone has been activated. Well, it's more like the first one.
- You can briefly see the whole map when the blue chooses a hero (singleplayer mode).
- Units selected during cinematic mode.
- With enough patience you can actually destroy the ice rock gate near Lars.
- You should turn down the volume on that wind sound.
- Pressed ESC somewhere in the gnoll zone (shallow water) where the little ones were and got the message: New Quest Received: Retrieve Lars' explosives.
- The Healing Ward is name Serpent Ward. It also does't say how much it lasts.
- You are forced to play with a healer so that Lars won't die in the second phase of the quest.
- 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.
- 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
- Shouldn't the king have a personal guard? Their expedition seems rather vulnerable.
- The gameplay is rather linear.
- 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.
- Feels unnatural for gnolls and wolves to be living in a windy and watery region.
- You can drag the wolves near the quest one, few by few.
- The hero selection zone should be hidden after heroes are chosen.
- 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.
- Didn't know wolves liked carrying necklaces and periapts
- 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.
- New Quest. What about, new main/optional quest?
- Shouldn't the exclamation mark disappear after a quest is finished? Agnar still has it.
- Shouldn't the shipyard have no boats?
- You basically kill units on the map. I suggest some trigger and interesting mechanics implementation.
- Genocidal Mortar Team.
- The Dragonspawn Overseer is also weak alone. Doesn't do anything.
- Maybe, you'd like to work more on items as well since they're mostly regular ones.
- 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?
- You should trigger the neutral units to use their spells regardless of their coded priorities/situations.
- Reaching the Resurrection Stone near the Sea Behemoth, it does not activate. These neutral buildings don't show on the minimap.
- Items get repetitive. Are they somewhat random? I've got three Health Stones.
- 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).
- The Resurrection Stone near the portal/strongest Magnatuar does not activate when nearing it with the heroes. OK, another one was activated after teleportation.
- After teleportation, the heroes should face south, not north because north there is no path to go to.
- You can see the Chaos Knight if you go close to the barriers. Why is the hero red?
- 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).
- Rarely used mana, mostly just for Rejuvenation. Now I've found Khadgar's Pipe of Insight.
- To combine Ring of Protections, you need the same level for two (or how many?) items at a time?
- Kind of weird to get material creatures from immaterial ones (spiderlings from ghosts).
- The Succubus is also red.
- Would have been nice to combine the health and mana stones.
- Bladebane armour and Lion of Stormwind both give Devotion Aura. Imagine that I have these items and I also have the Warrior.
- Fountains of Health are pretty much useless when playing with the warrior and druid.
- 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- The Warlock is also red.
- 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.
- First actual boss fight against the big nerubian+co. Sure, if I ran each time to use the fountains, it would've been boring.
- 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.
- Not sure if intended but not all eggs hatched during the battle with their queen.
- Only Webspinners in the eggs. That could have been pretty bad for Death Pact since these nerubians have Raise Dead.
- 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.
- Maybe, you'd like to use some custom icons for custom items.
- Penguin hovering on a cloud. What kind of name is that? It's too long.
- More item combinations in general won't hurt.
- 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.
- 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.
- 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.
- OK, the pit lord returned to the initial point but unbeknownst to me.
- 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
- Treants don't use their mana. They have 0 armour so they're pretty much weak.
- Protectors are weak (damge). Piercing deals little to heroes and the tower's attack speed is slow.
- I don't think it's necessary for each Corrupted Protector to give a potion.
- 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
- 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.
- Some spells like Avatar don't mention any values but the duration once learned. Please rectify such descriptions.
- You could add some abilities to the Corrupted Tree of Eternity (summon other treants, stun etc.).
- Avoid playing music through the sound channel.
- The Forgotten One fight is another example of how boss fights should be.
- 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.
- Wards should be immune to magic. The Healing Ward can be destroyed by Lightning Shield.
- Forgotten One's selection circle is too small.
- Too bad Treant Explosion doesn't work on buildings (Forgotten One).
- At least the third Glaive Thrower lever worked otherwise it would have lasted 1h or so.
- The Snow Elf froze animation (except the glaive spinning) after breaking free.
- 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.
- 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.
- Well, the pit lord was so far away from Ragnar that they could've ran a long time ago.
- 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 spells don't mention their current level in the description (title).
- 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.
- 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.
- 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.
- 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.
- 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?
- The penguins should be moved beyond the barrier in the last quest zone.
- Got 4 new resurrection stone activated messages after the scene with the weird sounds finished beyond the above mentioned barrier.
- Funny thing is that I've pressed ESC and the barrier disappeared while getting messages about the previous quest.
- Dead Snow Elf Warlock is red.
- Shadow Spawns are way too weak for that part of the level.
- Freezing Flame doesn't seem to be using any mana apart from to cast Frost Armour.
- Apparently there should have been one more optional quest. No idea where to get it.
- Shadow Spawns attack the heroes during the scene after the big boss was killed.
- Those Treants sure kill everything.
- I feel as if you should have used the platform where the Sludges are for more diversity, not one time only.
- Why is Ragnar and co. near a boat near the king instead of in the camp?
- The king didn't face the heroes when talking.
- 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).
- Only the red hero got into the cavern.
Approved.
- 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.
If you want more reviews, you should participate in the The Grand Review Exchange!
R U L E S
Site Rules
Map Submission Rules
M A P - D E S C R I P T I O N
BB CODES
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MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
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.
M A P - C R E A T I O N - G U I D E SIf you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
GENERAL MAPPING
A Beginner's Guide to Map Making
The Ultimate Beginners Terrain Tutorial
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Various Terraining Tips!
Basic Mapping Video Tutorial
WE Map Editor for Newbies!
The Path Of Proper Map Making - What to do and what should be avoided
PATHING
Pathing - Everything about it
[Terraining] Alternative Pathing Technique
LEAKS
Triggers - Memory Leaks and Custom Scripts
Paillan
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Daffa the Mage
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Yes after every cinematic scene ends, if you press ESC, that happens. Same for point 24.11: Was this outside of cinematic mode? You pressed ESC and while not in cinematic mode you received a quest message?
Sure but he moves as fast as you12: Lars can survive if you run ahead and tank the next wolf group while he is fighting a low HP wolf.
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.26: Yes the quest mark should disappear, really weird that it didn't disappear for you.
They want the heroes to kill all dragons, not just their leader.29: Not sure what you are referring to by genocidal mortar team?
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.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 positive. I have also found Khadgar's Gem of Health and combined it later.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?
Yeah, forgot to remove that, sorry. I found out playing.42: All of them at the same time.
I found my first orb after50: You should be getting orb of fire and orb of venom before meeting any flying units.
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.53: Two eggs hatches every 2 seconds.
I've downloaded the map today. Also, yeah, Locust Swarm but when it had too little HP that it didn't matter anymore.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.
After I started loading the game, for a brief moment I saw those Yes boxes and then the map started loading.61: Are you saying you never got the dialog box at all, or that it showed up again when you loaded the game?
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.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.
Good point, however, that pretty much kills magic immunity on enemies. At this point it's a stalemate.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.
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.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.
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.98: Please elaborate. Do you mean in other, similar instances? Boss fights and such?
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.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?
Yes after every cinematic scene ends, if you press ESC, that happens. Same for point 24.
Sure but he moves as fast as 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.
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
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 Replace it with RPG.
Well, if you destroy the eggs yourself, the nerubians spawn, only Webspinners though.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.
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).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.
True. I do know that feeling.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.
Wow man, don't stay up for things like these. It's not worth it. Rest is important. All in due time.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.
You aren't. There. I didn't tell youdont tell me im the only one using game version 1.30.4?
Yes. Since 1.29 there are 24 colours plus neutral hostile and passive.So I guess that explains the color issue.
Really!? I beg to differ: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.
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
Could be because of the patch version difference then.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.
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.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.
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.So you are saying you can hear Lars?
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.
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 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.
Rather normal Warcraft III spells. You could import some custom ones if you have little experience making ones yourself: Spells | HIVE
New Resurrection stone has been activated. Well, it's more like the first one.
You can briefly see the whole map when the blue chooses a hero (singleplayer mode).
Units selected during cinematic mode.
With enough patience you can actually destroy the ice rock gate near Lars.
You should turn down the volume on that wind sound.
Pressed ESC somewhere in the gnoll zone (shallow water) where the little ones were and got the message: New Quest Received: Retrieve Lars' explosives.
The Healing Ward is name Serpent Ward. It also does't say how much it lasts.
You are forced to play with a healer so that Lars won't die in the second phase of the quest.
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.
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
Shouldn't the king have a personal guard? Their expedition seems rather vulnerable.
The gameplay is rather linear.
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.
Feels unnatural for gnolls and wolves to be living in a windy and watery region.
You can drag the wolves near the quest one, few by few.
The hero selection zone should be hidden after heroes are chosen.
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.
Didn't know wolves liked carrying necklaces and periapts
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.
New Quest. What about, new main/optional quest?
Shouldn't the exclamation mark disappear after a quest is finished? Agnar still has it.
Shouldn't the shipyard have no boats?
You basically kill units on the map. I suggest some trigger and interesting mechanics implementation.
Genocidal Mortar Team.
The Dragonspawn Overseer is also weak alone. Doesn't do anything.
Maybe, you'd like to work more on items as well since they're mostly regular ones.
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?
You should trigger the neutral units to use their spells regardless of their coded priorities/situations.
Reaching the Resurrection Stone near the Sea Behemoth, it does not activate. These neutral buildings don't show on the minimap.
Items get repetitive. Are they somewhat random? I've got three Health Stones.
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).
The Resurrection Stone near the portal/strongest Magnatuar does not activate when nearing it with the heroes. OK, another one was activated after teleportation.
After teleportation, the heroes should face south, not north because north there is no path to go to.
You can see the Chaos Knight if you go close to the barriers. Why is the hero red?
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).
Rarely used mana, mostly just for Rejuvenation. Now I've found Khadgar's Pipe of Insight.
To combine Ring of Protections, you need the same level for two (or how many?) items at a time?
Kind of weird to get material creatures from immaterial ones (spiderlings from ghosts).
The Succubus is also red.
Would have been nice to combine the health and mana stones.
Bladebane armour and Lion of Stormwind both give Devotion Aura. Imagine that I have these items and I also have the Warrior.
Fountains of Health are pretty much useless when playing with the warrior and druid.
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
The Warlock is also red.
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.
First actual boss fight against the big nerubian+co. Sure, if I ran each time to use the fountains, it would've been boring.
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.
Not sure if intended but not all eggs hatched during the battle with their queen.
Only Webspinners in the eggs. That could have been pretty bad for Death Pact since these nerubians have Raise Dead.
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.
Maybe, you'd like to use some custom icons for custom items.
Penguin hovering on a cloud. What kind of name is that? It's too long.
More item combinations in general won't hurt.
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.
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.
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.
OK, the pit lord returned to the initial point but unbeknownst to me.
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
Treants don't use their mana. They have 0 armour so they're pretty much weak.
Protectors are weak (damge). Piercing deals little to heroes and the tower's attack speed is slow.
I don't think it's necessary for each Corrupted Protector to give a potion.
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
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.
Some spells like Avatar don't mention any values but the duration once learned. Please rectify such descriptions.
You could add some abilities to the Corrupted Tree of Eternity (summon other treants, stun etc.).
Avoid playing music through the sound channel.
The Forgotten One fight is another example of how boss fights should be.
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.
Wards should be immune to magic. The Healing Ward can be destroyed by Lightning Shield.
Forgotten One's selection circle is too small.
Too bad Treant Explosion doesn't work on buildings (Forgotten One).
The Snow Elf froze animation (except the glaive spinning) after breaking free.
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.
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.
Well, the pit lord was so far away from Ragnar that they could've ran a long time ago.
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 spells don't mention their current level in the description (title).
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.
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.
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.
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.
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?
The penguins should be moved beyond the barrier in the last quest zone.
Got 4 new resurrection stone activated messages after the scene with the weird sounds finished beyond the above mentioned barrier.
Funny thing is that I've pressed ESC and the barrier disappeared while getting messages about the previous quest.
Dead Snow Elf Warlock is red.
Shadow Spawns are way too weak for that part of the level.
Freezing Flame doesn't seem to be using any mana apart from to cast Frost Armour.
Apparently there should have been one more optional quest. No idea where to get it.
Shadow Spawns attack the heroes during the scene after the big boss was killed.
Those Treants sure kill everything.
I feel as if you should have used the platform where the Sludges are for more diversity, not one time only.
Why is Ragnar and co. near a boat near the king instead of in the camp?
The king didn't face the heroes when talking.
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).
Only the red hero got into the cavern.
Somewhere at the Player or Cinematic commands there is, Unselect/Deselect units for player.Not sure how to fix this. I don't consider it very important.
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.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.
Not just but the creatures to act somehow, use some spells, retreat, come back, I don't know, not just attack, attack, attack.Haven't been able to implement this if you are thinking of secrets and obstacles etc. I guess I just need some inspiration.
@DrakPanda hey, would you mind giving this another go and maybe raising the rating if you deem it worthy of that? Pretty please.
@DrakPanda hey, would you mind giving this another go and maybe raising the rating if you deem it worthy of that? Pretty please.
Remaking this for Reforged just so you could change the rating, I don't know.ive been on hiatus on wc3 waiting for reforged launch, and i do expect to see @FeelsGoodMan and his wonderful map making skills there as well
and i do expect to see @FeelsGoodMan and his wonderful map making skills there as well
what's with the Dream author?
Remaking this for Reforged just so you could change the rating, I don't know.
You're not making much sense. Please be explicit.not asking for a remake simply not testing/helping with anything reforged till release new or old
knew responding to you was a bad idea, not suprised you twisted my words in some manner
You're not making much sense. Please be explicit.