- Joined
- Oct 2, 2011
- Messages
- 2,490
Thansk for telling me those things!
So strange though...
I'll fix them soon.
So strange though...
I'll fix them soon.
(102 ratings)
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![]() | Arrowkey Movement A very polished system for arrowkey movement has been created for this project. The player can also use the cursor for movement, if that is preferred. |
![]() | Intriguing Story Canon to the warcraft lore, the story-telling in the campaign overmaps covers holes in warcrafts own lore, such as how Felwood was before its corruption, or how Maievs prison where she held Illidan came to be. |
![]() | Puzzles, Obstacles and Boss Fights You will encounter a great deal of puzzles that requires some brains to solve, and obstacles where speed and timing is key. Boss fights, which are fairly common, often requires you to those previous qualities together! |
![]() | Cool Combat Most enemies have a trick or two up their sleeves, so you have to dodge, dance around and pick your moments to strike in a fight rather than just right-click them and hope for the best. |
Gameplay: The controls works perfectly. It works smoothly and easy to control. But sometimes, it gets weird. For example, the enemy is in front of me, then I attack, but it does not give any damage. Does this happen usually? Or is there a limit of attacking? I like the way you made the hero. You can't control it by the mouse, but you control in the way of keyboard, like a game using a joystick. The hero was at its best to become balance, and one its reason is the attack damage. While the hit points is based on what difficulty you choose. The dash works fine, nothing much to say about it. The stun was useful. It gives more time to defeat the enemy, and it also avoid losing life. You choose the right variety of monsters, and the abilities too. I'm really impress with the boss fight. It has a lot of things or events to make the boss fight even more fun and challenging. The spinning blade room is great, and a bit easy. Its easy to dodge, but if get caught, your result is death. The spiky poison is somewhat hard, but it makes the map challenging. There's no clue or hint to know what will happen. I tried dashing foward, but the results is death. I manage to know how to get pass that room, by walking around. Until then I saw a green shell, if I get close to the owl. It took me 10 minutes to figure it out. The rune was so helpful. I always keep that, in case I have low life. Terrain Each room has a beautiful terrain, but some room are too plain. Anyways, the placement of doodads is decent, aswell the tile variation you choose. Verdict That's all I can say. I got stucked at the room full of lever. Anyways, I will rate it 4/5, and voting for approval. |
Sounds like a welcome change.I also plan on adding more decoration to the walls such as broken walls with trees hanging out, plants hanging, lanterns etc.
Read This
For first i wanted to say i not make classically review style if say this basic then that means i just say what i think about maps. Let's begin.
Off the reviews Episode 3: -Warden-
What is -Warden-?
Well, Simple Words - Gameplay, music, puzzles, story and idea awesome for me gameplay gives me a nostalgic feels about Zelda times story too are good about puzzles good and my favourite music beautiful.
For a final.
Campaign unfinished ,but it's good so approval will come as fast as it will be able. (Note i can't approve i just vote for it)
Rate.
_________________________________________________________________
-Gameplay 39.9/40
-Terrain 10/10
- Enjoyably 19.9/20
- Total points 69.8 = 9
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Awesome 70/70 = 10
Good ,but could be better 50/70 = 9
Not bad 40.9/70 = 8
Nicely 35/70 = 7
Too hard to you? 28.5/70 = 6
You tried ,but only half 20/70 = 5
Nice ,but with this you never be good mapmaker 15.5 =4
Try harder 10/70 = 3
Thanks seat down two 5/70 = 2
This sucks 0/70 = 1
Don't hate the player, hate the game.Honestly, i think i would have enjoyed the current maps way more if it wasn't for arrows and qwe controlls. I just don't like them in WC3. Period. One just can't make them responcive enough. Maybe it's just me however. I think that a mix between slasher and click to move controlls would be neat. You know, so a player could do a vast majority of actions with his mouse but right-clicking an enemy will only make the Warden attack once.
Also, i suggest you to think of the idea of enchantments being active not only untill the end of a map. I think since it's a campaign it would be nice to have some powers\items to gather to carry on with you across and between the maps of the campaign. Especialy if Zelda games were an insparation for you. Zelda insparation is also important in terms of gameplay. Those series featured a constantly evolving gameplay, right. However i don't think that you could possible base the variety of gameplay entirely on the implementation of new puzzles and enemies.
Those were my suggestions and the things i wanted to highlight. However i still enjoyed those maps very very much and i'm looking forward to the release of this campaign, even with arrow+qwe controll scheme and without boosting your char throughout the whole campaign.
Also i'm a very big fan of your level-design. Maps were very visualy appealing (maybe besides those stone walls in the forest temple map) and the gamplay part of the map design was deep. As it is i think those stand-alone maps a worthy of 4\5 stars. A campaign might be worthy of a Derector's Cut rating.
Great job!
Gameplay:
The controls works perfectly. It works smoothly and easy to control. But sometimes, it gets weird. For example, the enemy is in front of me, then I attack, but it does not give any damage. Does this happen usually? Or is there a limit of attacking?
I like the way you made the hero. You can't control it by the mouse, but you control in the way of keyboard, like a game using a joystick. The hero was at its best to become balance, and one its reason is the attack damage. While the hit points is based on what difficulty you choose. The dash works fine, nothing much to say about it. The stun was useful. It gives more time to defeat the enemy, and it also avoid losing life.
You choose the right variety of monsters, and the abilities too. I'm really impress with the boss fight. It has a lot of things or events to make the boss fight even more fun and challenging.
The spinning blade room is great, and a bit easy. Its easy to dodge, but if get caught, your result is death. The spiky poison is somewhat hard, but it makes the map challenging. There's no clue or hint to know what will happen. I tried dashing foward, but the results is death. I manage to know how to get pass that room, by walking around. Until then I saw a green shell, if I get close to the owl. It took me 10 minutes to figure it out.
The rune was so helpful. I always keep that, in case I have low life.
Terrain
Each room has a beautiful terrain, but some room are too plain. Anyways, the placement of doodads is decent, aswell the tile variation you choose.
Verdict
That's all I can say. I got stucked at the room full of lever. Anyways, I will rate it 4/5, and voting for approval.
I'm not sure what happened here as it hasn't yet happened to me. I will fix it if I can find the bug. Can you give me a few more details about the circumstances?For example, the enemy is in front of me, then I attack, but it does not give any damage. Does this happen usually? Or is there a limit of attacking?
I agree with everything you said in the review.
Even though I was aiming for a 5/5 I realize that this campaign can not quite deserve it yet. I think some of the specific maps can deserve that rating, but some of them needs further polishing, especially Dark Depths.
Yeah, still struggling with the visuals of forest temple. I'm glad to hear that you liked the other ones though, as I am pretty proud (semi-proud of Dark Depths) of what I've created there.
I'll admit that Dark Depths isn't as good as the other ones. I was planning on not releasing it all when someone urged me to do it, so I finished the Boss fight a little half-heratedly and then moved on to work on a new Warden map. Everything you mentioned is not meant to be like you described they were, except for the cave system, that might be a little too tedious and frustrating. However, I will try to learn from this map what not to do, and then improve it as much as I can.
How did you manage to select a different unit? I disabled that as an initialization trigger...if the Warden is not selected
Yes. This is a standard warcraft feature that I decided to keep. I always play all warcraft games with health bars permanetly active, and I didn't like the look of them being hidden, as it decreased clarity. I cannot fix the "alt+Q" and "alt+W" functions, but unless you are holding alt all the time, it won't be a problem.holding alt will reveal the life bars of enemy units
There is an option to turn that on. Go to the character menu, and turn on energy bar to display it. Here are more things like that.Why not display mana under or over the life numbers?
I'm not sure what you mean by "F". The other keys are scrambled, and they are meant to be used via hotkeys. Unfortuantely, there are no way to make them all work properly. :/the Log (F12) shows up the menu; the Menu button doesn't do anything; the Fs work though, the mouse clicks don't. Actually only the Fs work for all buttons
This is the case for most warcraft maps I think. I might have a leak somwhere too, but it is strange that only saving time is affected. Iwill see if I can find something to solve this.saving time increases with time/discovered terrain; biggest annoyance of all
What do you mean? Is there a repeating text appearing?shouldn't spam with text pertaining the slippery edge
I think you can se where your hero are anyway? A selection circle would do little difference, as it would be centered at the hero anyway.the slippery slop is very annoying since the selection circle can't be seen all the time and it's hard to figure out if the hero is close or not to the edge
Can you elaborate? If the lichs shield is up, he cannot (and aren't meant to) be stunned, if that is what you mean?the blink/dash ability might be stopped (as not work) by being too near to a skeleton's side; when fighting the lich, dodging his hits is important
It is coming!We don't have a jump ability yet
Thank you! That is what I wanted to achieve, and no, it has not been easy, but has been fun and feedback like this make it worth the trouble.The concept is really nice. Feels like an arcade game. That's not something easy to do for a Wc III map.
I don't know, just did it. Also the Warden can be unselected.How did you manage to select a different unit? I disabled that as an initialization trigger...![]()
Every time the Warden enters the region near the ramp that text appears. It may become spam if the Warden moves in that place. Basically a step can trigger the message again. Further steps will do the same leading to the appearance of about 3-5 times of that text.What do you mean? Is there a repeating text appearing?
Dash won't work if the Warden is just near a unit's side. She will just run into/be blocked by that unit. I know this is not something easy to modify.Can you elaborate? If the lichs shield is up, he cannot (and aren't meant to) be stunned, if that is what you mean?
That's what I was thinking of when seeing the distance between the first rock path and barrel of explosives in Dark Depths.There will be a hookshot ability, to drag you to objects or objects to you.
Well, I was unable to, but I'll check it out again!I don't know, just did it. Also the Warden can be unselected.
Ah, thank you! I will fix this soon.Every time the Warden enters the region near the ramp that text appears. It may become spam if the Warden moves in that place. Basically a step can trigger the message again. Further steps will do the same leading to the appearance of about 3-5 times of that text.
Ah, now I see!Dash won't work if the Warden is just near a unit's side. She will just run into/be blocked by that unit. I know this is not something easy to modify.
See the attached picture below.
It could be used in a situation like that yeah, but in Dark Depths you can manage it anyway with the Rewind ability.That's what I was thinking of when seeing the distance between the first rock path and barrel of explosives in Dark Depths.