• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

God's Remnants Pack 1

GOD'S REMNANTS
Introduction:
This is my epic 3 player RPG campaign that takes you through the mysterious lands of Carrone, Ademre, and Vintas. Meet our protagonists as they unravel their past and future on their journey towards the ultimate goal of all races - peace.
Work together and enjoy the story of the brand new world created for this campaign. (map will be available halfway through the campaign.
This campaign will have 36 unique maps, each with its unique enemies and BOSS FIGHTS. Maps will be published 6 at the time, therefore leaving a little bit of a cliffhanger towards the end of each pack.


Storyline:

A long time ago there were two Gods. One invented tools and gave them to the world and showed them how to use them to make their lives better. The other God created weapons and gave them to the world and taught them how to kill each other. Chaos then started to blaze in every corner of the world.
The good God was angry with his own brother, he charged towards him to kill him and restore peace to the world, but being untrained in acts of war his brother quickly beat him. Having killed his own brother the evil God mourned, and ever since that day was never seen or heard from again.
Decades later, the very essence of the fallen God emerged from his fallen body in a form of three stone tablets, each representing one part of him. It is said that whoever is worthy enough will receive these Godly gifts to help them restore peace to the world.
And this is where our journey begins...


Maps in this Pack:


  • 01 The Beginning
  • 02 Gustavo's Countryside
  • 03 Dragon Stronghold
  • 04 Cave of Dark Intrigue
  • 05 When Wolves Gather
  • 06 On the Run
Credits:
Main characters:
Tranquil, Callahan, Direfury, General Frank, Wandering Soul, Em!, Mephestrial, Explobomb, -Berz-, The Panda, UgoUgo, 67chrome, Sopho, Solu9, WILL THE ALMIGHTY, JesusHipster, Marcos DAB, L_Lawliet, Juice_F, Nightmare, imforfun, Bloodslaughter, Ofel, zbc, Paladon, kittenranch, Assasin_lord, supertoinkz

Map 1:
tee.dubs, Cavman, Mecheon, jatter2, Lord_T, Sunchips, Blood Raven, Novart, bigapple90, eubz, ikillforeyou, KayS, maxor_gan, Anachron, Bloody_Turds, Mr.Goblin, JollyD, GiFun, -ToasT

Map 2:
Ceterai, Callahan, Aquis, Taylor_Mouse, olofmoleman, Kitabatake, Sunchips, SuPa, -Hamsta, perjert, NFWar, cotd333, The_Silent, Lender, Solu9, communist_orc, !!GORO!!, Sin'dorei300 ,Fingolfin, eubz, HerrDave, Ergius, Mephestrial, BLazeKraze, Kenathorn, Ergius

Map 3:
Uncle Fester, NFWar, imforfun, Mad, Nightmare, Kuhneghetz, The_Silent, EvilShade, Terem, Direfury, Mr. Bob, Gottfrei, HappyCockroach, Sellenisko, CybrgDragon, xXMephistoXx, !!GORO!!, Hellish Hybrid, Blood Raven, Deolrin, Teaspoon, olofmoleman, Pinachet, Fingolfin, Himperion, !!GORO!!, Thrikodius, Elfsilver Lord, Amigurumi

Map 4:
Sunchips, Forgotten_Warlord, Mr.Goblin, eubz, sunwarrior25, Bibendus, Trikodius, epsilon, WhiteDeath, Lestat(br), Usedwell, Hellish Hybrid, Chriz. , diosilva16, Mike, HerrDave, bu3ny, Blood Raven, JesusHipster, Scythy Dervish, comunist_orc, 0123456789

Map 5:
Darkmoon Hero, HerrDave, eubz, Kitabatake, perfjert, WhiteDeath, Sweet Oblivion, pippo, Fingolfin, darkdeathknight, NFWar, Revilo, Deolrin, Ergius, MassiveMaster, Astaroth Zion, communist_orc, Talavaj, Mike, Kimbo

Map 6:
Kitabatake, HerrDave, eubz, perfjert, NFWar, imforfun, paulH, Lord_T, Uncle Fester, Cuore, ViralHatred, Dreacon, Stefan.K, shadow_killer, GrimShaman, Xardian, Deolrin, Sunchips, communist_orc, Sylvie, Marcos DAB
206819-046275fc979260f1db8e5694ce1b312f.png
187479-fdff1d17c6dfe26d71ce2dc3a1afd0ab.jpg
187480-297d15f4d9c5c9cbdf6a225f155d2913.jpg
187481-26f75f1904724d169f6cb3b930de8286.jpg
187482-81bdfcfc50ffe6d3c20a04ef2424e25c.jpg
187483-cbc12b65fd8829d92b9b6ce42ae66e22.jpg
April 11. 2021
  • Added checkpoints to each map (to prevent restarting)
  • Some minor visual and pathing fixes
  • Added few drop items to the first maps to make it easier to play
  • Made first cinematic skippable by vote
October 26. 2021

  • Added hero glow to main characters
  • Cleared selection before each cinematic
  • Queue animations so it looks more natural
  • Units now move in order in cinematics insted stumble upon one another
  • Quest items are now runes (don't take nay slots in inventory)
  • Changed some textures in the story so it's more realistic (first cinematic)
  • Fixed minor bugs in first map
  • Added items to the vault towards the end of the first chapter
  • Fixed outlaw spam in second map (now they just come in pairs and that's it)
  • Fixed minor pathing problems in missions
  • Ogre mission is now strictly to lure ogres to the camp (can't roam accross map and kill everything)
  • Fixed bug with live chests in cinematic
  • The portal closes once our heroes go through it (units can no longer follow you through it)
  • Statues are no longer reachable outside cinematic and can't be reached until the cinematic is done
  • 2 Levers are now required to open that gate
  • Increased Bronndin's sight in 4th map
  • Fixed traps
  • Added extra vision alongside town so it's easier to maneuver the incoming wolves
  • Villagers now charge toward gates to help more during the defense of the town
  • Fixed barrels not having death animations (war3 barrel are only destructibles, others are decoration)
  • Changed mission requirement to - when 3 villagers die you lose
  • Changed dialog bringing confusion about 'Human harbour'. It's Pharras's Harbour now
    Pharras - capital city of humans
  • Changed dialog bringing confusion why the cannons didn't release fire after the captain is dead (he is the only one that could have given them the signal)
  • Cinematic is now playing while the ship is moving
November 13. 2021
  • Fixed opening cinematics in each map - now showing black screen before cinematics instead of map area
  • Fixed passage through treasure hoard in 4th map, now it's not random you actually have a pattern to follow

November 08. 2022
  • Fixed cinematic not being skippable in single player mode
  • Each hero now has unique color and cape of his own
  • Added more camera options
  • Added minor items to each map to help with gameplay
  • Fixed issue with King Gustavo (once ghosts are defeated he becomes vulnerable)
  • Fixed issue in map 4 where you can skip the area with gold in it
  • Spider boss is reduced a bit (still hard though)
  • Added some more wolves to the invasion sequence
  • Reduced time for the mission from 15 minutes to 10 minutes
  • Improved spells of Thomas by a lot, some Adhelion's as well



The story inspired by various books that always missed the 'epic journey' factor for me. Hope you enjoy playing it. Great time killer for playing with friends.

Single player is now available!
Contents

01 The Beginning (Map)

02 Gustavo's Countryside (Map)

03 Dragon Stronghold (Map)

04 Cave of Dark Intrigue (Map)

05 When Wolves Gather (Map)

06 On the Run (Map)

Reviews
deepstrasz
A lovely little Fellowship of the Rings-like RPG series that could make use of more custom stuff to make it feel less Warcraft III as you get the feeling of monotony using the same spells quick since you don't even reach the ultimates in this part...
Level 1
Joined
Feb 26, 2021
Messages
1
Great mod to spend time with friends, I highly recommend it. It takes time to get familiar with how to defeat some Bosses and solve puzzles, but it's really interesting.
The story is what's most important in this case and I love the way it unfolds as I progress further in the game.
The details of maps are stunning and everything is implemented in the correct way so that it corresponds to the story and the maps.
Overall, great mod! Keep it up!
 
Level 8
Joined
Feb 25, 2021
Messages
21
Can it be played in single player ?

I could make it single player campaign but that way it would be too difficult to play because the bosses require a lot of fast coordinaton and team group-ups, also some maps in later storyline require each player to do his part at the same time in different parts of the map so... That will just be too difficult, sorry.

Blasterixx said:
We should be able to skip cutscenes! maybe make it a vote at the beginning of the game, because the cutscenes are too long.
The main reason behind these cutscenes is storyline, without it gameplay doesn't make much sense. If I allow skipping of cutscenes 90% of the players will skip it immediately therefore they wouldn't know what to do next or what the whole point of the map is.
I will try to include skippable cinematics in following update.

Blasterixx said:

Ok, i replayed the first chapter with some friends and here are the things that need to be done for the game to be playable:

I. Players need to have shared vision!
For some reason we cannot see eachother and this makes the whole thing worse, since one of the players can do something and we don't know and can't see where they are, they might just die a few meters ahead of us and we wouldn't know about it... (which just happened to my friends).

II. Like i said before, players should be able to skip the first cutscene!
(especially after they saw it once already, there is no reason to watch it again right? it doesn't make sense, because is this long, and this is a multiplayer game, is practically impossible to play this with random people, cuz they will get bored of the long cutscene and will never play this map twice or worst case they will just leave during the cutscene (which will happen most of the times with this kind of long cutscene maps, from my experience).

III. The final point is about dying, so... once 1 player dies is game over for everyone, and that's it, we have to restart the whole game, watch the whole cutscene again and go through the same level again.. as you can imagine that will never happen in real life with real people, once again i tell you, this is a multiplayer map, i wouldn't have a problem with it IF this was single player, but... because is multiplayer this map as it is right now is just impossible to play, My suggestions to fix this last issue are:
1. Give players ankhs! (1 is enough).
2. Give tips to players to not run off on their own, cuz if they die is game over!
3. Make checkpoints on the map, for example, when we got to that archer camp, that would be a great place to put a revive stone or something alike, so when all players die, they will have another chance to revive from that camp and try again, (This way they don't have to go through the whole long cutscene again as well, which saves a lot of time and doesn't make the players quit the game and never play again).

IV. This one is optional, but i would love if the creeps(animals) dropped items like pots and what not, makes the game better and rewards the players from killing all the creeps (since it seems we were capped at lvl 2 in this first chapter)!

That's it, Now don't get me wrong, i loved the cutscene, the story, the characters, theirs spells, and the map design, but as you can see those are some big problems that need to be resolved in my opinion in order for this map to be playable.
Thanks for the review, will update maps immedietly.
Update will include :
Checkpoints ( to prevent players from restarting maps and watching all the cinematics all over again)
Will fix the vision problem (I guess I just forgot to do that in the first map)
Once I add the checkpoints I think the cinematics wouldn't be muh of a problem since players won't have to watch them again.

About the items now. I am currently working on a website with ALL the tips and tricks to this campaign (item positions, how to beat bosses etc. )
Have you been able to spot drinkable water or the mushrooms in this map? Those are just some random things I added so it is easier to beat the level. Once you continue with the storyline in the upcomong maps you will find things like meat, fish more water, ale etc.
I hope you will like the update once I am done with it, and I would like to know if you played other maps in this campaign or just the first one.
 
Last edited:
Level 5
Joined
Sep 16, 2019
Messages
80
I could make it single player campaign but that way it would be too difficult to play because the bosses require a lot of fast coordinaton and team group-ups, also some maps in later storyline require each player to do his part at the same time in different parts of the map so... That will just be too difficult, sorry.
I would also like to play this alone. Thats a shame.
 
Level 12
Joined
Mar 4, 2014
Messages
204
Ok, i replayed the first chapter with some friends and here are the things that need to be done for the game to be playable:

I. Players need to have shared vision!
For some reason we cannot see eachother and this makes the whole thing worse, since one of the players can do something and we don't know and can't see where they are, they might just die a few meters ahead of us and we wouldn't know about it... (which just happened to my friends).

II. Like i said before, players should be able to skip the first cutscene!
(especially after they saw it once already, there is no reason to watch it again right? it doesn't make sense, because is this long, and this is a multiplayer game, is practically impossible to play this with random people, cuz they will get bored of the long cutscene and will never play this map twice or worst case they will just leave during the cutscene (which will happen most of the times with this kind of long cutscene maps, from my experience).

III. The final point is about dying, so... once 1 player dies is game over for everyone, and that's it, we have to restart the whole game, watch the whole cutscene again and go through the same level again.. as you can imagine that will never happen in real life with real people, once again i tell you, this is a multiplayer map, i wouldn't have a problem with it IF this was single player, but... because is multiplayer this map as it is right now is just impossible to play, My suggestions to fix this last issue are:
1. Give players ankhs! (1 is enough).
2. Give tips to players to not run off on their own, cuz if they die is game over!
3. Make checkpoints on the map, for example, when we got to that archer camp, that would be a great place to put a revive stone or something alike, so when all players die, they will have another chance to revive from that camp and try again, (This way they don't have to go through the whole long cutscene again as well, which saves a lot of time and doesn't make the players quit the game and never play again).

IV. This one is optional, but i would love if the creeps(animals) dropped items like pots and what not, makes the game better and rewards the players from killing all the creeps (since it seems we were capped at lvl 2 in this first chapter)!

That's it, Now don't get me wrong, i loved the cutscene, the story, the characters, theirs spells, and the map design, but as you can see those are some big problems that need to be resolved in my opinion in order for this map to be playable.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,709
Animations freeze after they play in cinematic scenes. You should queue them with stand ones.
The dwarf king stumbles into the yellow general after the emperor is left alone in the meeting place.
The bear turns brown after the dwarf gets down. Also, the dwarf seems to look differently than the mounted one. You could ask someone to swap the textures. There's already a white bear model in the game by the way.
Adhelion looks different than how he looked when he left the elven party. Also, he is selected during cinematic mode.
Heroes should have glow. You can simply add it: How to add Hero Glow without Modeling

How can you play this in singleplayer? The other heroes belong to a computer player.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,709
  1. The crossbowman left after the quest and came back.
  2. There are no items in the vault to pick. A Thunder Staff appeared outside though.
  3. Generally units selected during cinematic mode.
  4. You should use queue animation so that they won't freeze when you play them during cinematic scenes and will continue with a stand one.
  5. Bandits just spam out of those tents. If you retreat, it's Pandora's box. You got to run like crazy near each one from the start.
  6. He said they have the key but I didn't find it so I can open the eastern gate. OK, it remained where I last opened the gate to the second tower.
  7. Intended for the heroes to have a small chance of super big critical strike? The Outlaw Captain died in one blow at one point.
  8. Quest items could be variables (rune items) so they won't occupy inventory slots.
  9. You can reach the tribe chief but he's invulnerable. Massacred everyone in their base and still the chief is invulnerable. OK, there was another Gregory bag south of the boss.
  10. The ogres didn't help as the camp was already massacred and there were no more boys to help the chieftain.
  11. The ogres don't eat him, they hit him one-two and run away.
  12. I fought some live chests before the scene where Bronndin gets surprised by them.
  13. Some of the Enchanted Spheres followed me through the Way Gate to the gate where beyond lies a Living Statue.
  14. You can patiently destroy the statues from behind the gate.
  15. There are two levers for the gate to the statues but you only need to hit one.
  16. There's not much engagement with the statues. I thought every hero would have to run from them to step on a switch.
  17. The dwarf's sight is really small.
  18. The "death traps" deal damage even after they disappear for a while.
  19. The big gate of the treasury remains selected during cinematic scene.
  20. The path through the treasure piles feels random. There are spots where you'd say you can go through but can't.
  21. Some of the Treasure Guardians can't be reached.
  22. As many times before, heroes selected during cinematic mode (dragon egg in proper place scene).
  23. Not sure if intended but you can draw the wolves out from the big pack, one by one.
  24. Pirates aren't humans too? Well, there are some dwarves as well.
  25. The barrels in chapter 6 have no death animation. Items dropped from them might remain unnoticed. Also, it's confusing that some can be destroyed and some not.
  26. There should be a pause between the movement of the troops so they won't stumble upon each other and on the heroes.
  27. It's weird that you lose if the "pirates come too close" since no villager has been even hit.
  28. The talking could be done while the ship moves; it shouldn't stop.
  29. What stopped the pirates from shooting the cannons after Kratos was killed?
A lovely little Fellowship of the Rings-like RPG series that could make use of more custom stuff to make it feel less Warcraft III as you get the feeling of monotony using the same spells quick since you don't even reach the ultimates in this part.
Very immersive, nonetheless.

Approved.


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
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


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 S

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

Attachments

  • godsremnants1.png
    godsremnants1.png
    3.7 MB · Views: 132
  • godsremnants2.png
    godsremnants2.png
    4.4 MB · Views: 110
  • godsremnants3.png
    godsremnants3.png
    2.9 MB · Views: 180
Last edited:
Level 8
Joined
Feb 25, 2021
Messages
21
  1. The crossbowman left after the quest and came back.
  2. There are no items in the vault to pick. A Thunder Staff appeared outside though.
  3. Generally units selected during cinematic mode.
  4. You should use queue animation so that they won't freeze when you play them during cinematic scenes and will continue with a stand one.
  5. Bandits just spam out of those tents. If you retreat, it's Pandora's box. You got to run like crazy near each one from the start.
  6. He said they have the key but I didn't find it so I can open the eastern gate. OK, it remained where I last opened the gate to the second tower.
  7. Intended for the heroes to have a small chance of super big critical strike? The Outlaw Captain died in one blow at one point.
  8. Quest items could be variables (rune items) so they won't occupy inventory slots.
  9. You can reach the tribe chief but he's invulnerable. Massacred everyone in their base and still the chief is invulnerable. OK, there was another Gregory bag south of the boss.
  10. The ogres didn't help as the camp was already massacred and there were no more boys to help the chieftain.
  11. The ogres don't eat him, they hit him one-two and run away.
  12. I fought some live chests before the scene where Bronndin gets surprised by them.
  13. Some of the Enchanted Spheres followed me through the Way Gate to the gate where beyond lies a Living Statue.
  14. You can patiently destroy the statues from behind the gate.
  15. There are two levers for the gate to the statues but you only need to hit one.
  16. There's not much engagement with the statues. I thought every hero would have to run from them to step on a switch.
  17. The dwarf's sight is really small.
  18. The "death traps" deal damage even after they disappear for a while.
  19. The big gate of the treasury remains selected during cinematic scene.
  20. The path through the treasure piles feels random. There are spots where you'd say you can go through but can't.
  21. Some of the Treasure Guardians can't be reached.
  22. As many times before, heroes selected during cinematic mode (dragon egg in proper place scene).
  23. Not sure if intended but you can draw the wolves out from the big pack, one by one.
  24. Pirates aren't humans too? Well, there are some dwarves as well.
  25. The barrels in chapter 6 have no death animation. Items dropped from them might remain unnoticed. Also, it's confusing that some can be destroyed and some not.
  26. There should be a pause between the movement of the troops so they won't stumble upon each other and on the heroes.
  27. It's weird that you lose if the "pirates come too close" since no villager has been even hit.
  28. The talking could be done while the ship moves; it shouldn't stop.
  29. What stopped the pirates from shooting the cannons after Kratos was killed?
A lovely little Fellowship of the Rings-like RPG series that could make use of more custom stuff to make it feel less Warcraft III as you get the feeling of monotony using the same spells quick since you don't even reach the ultimates in this part.
Very immersive, nonetheless.

Approved.


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
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


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 S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
Thanks for the review, will look into these and provide detailed solution to the each!

You should make it possible to do so single player, like give all the units to the player if slot is empty.
Because there maybe people who like to just have a stupidly hard time, or just have no one to play with(like me, sad I know)and might as well try to go solo.
Or something


@Banaconaconut - will look to update the version with Single player within few days, I believe a lots of people will surely play it alone like you. I will not make it easier for you guys. Hope you enjoy it.

@Ravager16829 Whatever bugs you found please tell me so I can fix it, but yes it is recommended fo 1.24 - 1.28 patches

@dark.darksorrow Glad you liked it man
I updated second map yesterday late in evening should be good now so you can replay it if you want.
First map will always be updated and it has most of the bugs I believe, random drop items are not transferable only boss items, the only purpose is to help with boss fight in first map - that's it
Also pack 2 is available now, maps 7-12
God's Remnants Pack 2

@PurgeandFire - Yes, it is playable with 2 players, one of the players (Red one) would have to play Elf + another hero while the ther plays just one.
 
Last edited:
Level 8
Joined
Feb 25, 2021
Messages
21
Single player is now available!

Update - October 26. 2021
  • Added hero glow to main characters
  • Cleared selection before each cinematic
  • Queue animations so it looks more natural
  • Added Credits in-game
  • Units now move in order in cinematics insted stumble upon one another
  • Quest items are now runes (don't take nay slots in inventory)
  • Changed some textures in the story so it's more realistic (first cinematic)
  • Fixed minor bugs in first map
  • Added items to the vault towards the end of the first chapter
  • Fixed outlaw spam in second map (now they just come in pairs and that's it)
  • Fixed minor pathing problems in missions
  • Ogre mission is now strictly to lure ogres to the camp (can't roam accross map and kill everything)
  • Fixed bug with live chests in cinematic
  • The portal closes once our heroes go through it (units can no longer follow you through it)
  • Statues are no longer reachable outside cinematic and can't be reached until the cinematic is done
  • 2 Levers are now required to open that gate
  • Increased Bronndin's sight in 4th map
  • Fixed traps
  • Added extra vision alongside town so it's easier to maneuver the incoming wolves
  • Villagers now charge toward gates to help more during the defense of the town
  • Fixed barrels not having death animations (war3 barrel are only destructibles, others are decoration)
  • Changed mission requirement to - when 3 villagers die you lose
  • Changed dialog bringing confusion about 'Human harbour'. It's Pharras's Harbour now
    Pharras - capital city of humans
  • Changed dialog bringing confusion why the cannons didn't release fire after the captain is dead (he is the only one that could have given them the signal)
  • Cinematic is now playing while the ship is moving
October 28 - Sorry about the bug in second map - all fixed now

November 13 - Fixed opening cinematics in each map - now showing black screen before cinematics instead of map area
- Fixed passage through treasure hoard in 4th map, now it's not random you actually have a pattern to follow
 
Last edited:
Level 3
Joined
Jan 4, 2021
Messages
14
an interesting campaign

seems there's a bug with map 2, single player is not working, can control only one hero.. other things look good

in map 1, coming to the rangers, I had boars following me, and during the interlude, boars were attacking heroes and rangers, and they got most of the rangers:xxd:same thing later with wolves, they kept attacking

a few things to consider:
  • adding custom music
  • as some items don't seem to be passable through maps, maybe remove them (the ones like claws and pelts, just so not to try to get every single creep on the map in search for items, but it's not a big deal anyway)
 
Level 3
Joined
Jan 4, 2021
Messages
14
played on single player: fun and clever story, terrain, gameplay and rants were great

a few notes:

most bosses (gustavo, spider, werewolf) seem to be OP on single player (well, I'm not the best player, either), but I guess they're beatable and easier on multi-player

in map 2 when chasing the captain, it said "silver key acquired", but the door wouldn't open.. (I managed to finished it, because I noticed that they can be destroyed, although it takes a lot of time, but it wasn't a problem, because it reminded me of destroying the gold mine in warcraft 2 hehe)
 
Level 8
Joined
Feb 25, 2021
Messages
21
played on single player: fun and clever story, terrain, gameplay and rants were great

a few notes:

most bosses (gustavo, spider, werewolf) seem to be OP on single player (well, I'm not the best player, either), but I guess they're beatable and easier on multi-player

in map 2 when chasing the captain, it said "silver key acquired", but the door wouldn't open.. (I managed to finished it, because I noticed that they can be destroyed, although it takes a lot of time, but it wasn't a problem, because it reminded me of destroying the gold mine in warcraft 2 hehe)
Glad you liked it bro.
To be honest bosses need to be hard because some of them represent important detail in the story (werewolf comes back later) and stuff like that
Multiplayer version is much easier but sometimes is hard to coordinate with other players for heals and stuff

Try God's Remnants Pack 2
The next installment of the campaign, hope you like that one better it's more complicated with storylines
 
Level 5
Joined
Sep 6, 2019
Messages
114
Than you bro but i dont like this kind story campaings i like warcraft book storys becuse its realy amazing or wow lore also iam wow fan 😂😄❤️ i hope you someday make warcraft story campaings
You played the most boring part of the story just yet, play pack 2 it evolves
 
Level 7
Joined
Oct 22, 2004
Messages
67
slight bump. had a great time running through this rpg. marvelous work. looking foward to the next batches! may your muse and passion never dull!
 
Level 12
Joined
Mar 4, 2014
Messages
204
Hello Bandy! guess what, i finally came back to this rpg/custom campaign of yours and i finished it, god damn man, i didn't expect it to be this good :grin:, the story sure started to kick in after the first chapters and after that i was hooked! i couldn't stop playing until i finished the whole thing :xxd: well, until pack 3 that is since the story isn't finished yet.

I played all maps SOLO since... oh well is hard to find people that care enough to finish these kind of big story rpg's with you so yea..

I played on Version 1.26 of War3, at first i tried playing on version 1.29 and 1.31 but since you made the maps to fit the older versions, playing on the newer ones kinda breaks the game, so i made the choice to play on an older version, glad i did!

~ A few thoughts about some chapters:

~Chapter 2

- King Gustavo doesn't become vulnerable instantly after i defeat all the shades, it takes a while for him to wake up and start fighting by becoming vulnerable again.


~Chapter 4

- Interesting puzzles, i really loved how the statues became animated and the gold warriors as well, very cool visuals for sure, pretty unique!

- In the Gold zone where the Dragon Lord soul is, there is that south gate that is closed during the whole quest with returning the egg, but you can actually walk past that closed gate, skipping this whole zone.


~chapter 5:

- There isn't much to do while having to wait 15 minutes in the last stage of the mission, i suggest decreasing the time and just adding more wolves to the attack waves.


~Chapter 7:

- The herbs from Junpuri are very hard to spot on the ground since they look exactly like normal grass, i think you should make them more visible so players can see them, the only reason i found them was because i usually left click on the ground and select big areas to see if i find anything that can be selected, but im not sure other people do the same.

Also after i found the first herb it said there are 0 herbs remaining to find, and after i got the second one, it said there is 1 remaining herb even tho the quest says is done, those 2 texts should be reversed.

- In the arena fight with Eialana, i can use Fire Wave to kick her out of the arena through the walls, then she gets stuck outside.
I guess one way to solve the problem is by putting some invisible walls around the arena.

- When the enemies infiltrate the elf town and get to the fountain to steal the orb , they all look exactly like the elves in town, so that whole fight with them was very confusing, maybe they should change their skins before the fight starts, just a suggestion.


~Chapter 9

- Once we got into the city it was pretty confusing finding out what to do, there should have been some hints on the map to locate the towers we have to go to cuz the quest said they were in the middle of the city, but they were in the corners of the city instead.
tower.png

- We should get vision of the bisons and the elephants when they start to attack the city, that would make for a better and cooler scenario since we can see the fight.

Things like this matter because they make the player curious about what is happening on the map, so for me for example this made me use "iseedeadpeople" to see whats going on, and thats bad, the map shouldn't force the players to use cheats just to experience the map, same with the towers, i had to keep using iseedeadpeople to search for these "towers" in "the middle of the city" cuz there were nowere to be found, and instead they were in the corners.


~Chapter 10

- Why are the mutated leopards that we release from the cages invulnerable?

- The north lever that closes the water gates to stop the snakes from coming in, that one is invisible to the player, yes i know you put hints to change the camera angle and what not, but that is still bad, the levers should be visible to the player from any angle!

Also this seems to be the only map where changing the angle would be necessary to spot that lever so... the whole changing the angle thing is totally pointless, i suggest like i said to move the position of the north zone lever a few meters up so players can see it and not be hidden behind the walls,
this made me per usual rage since i had no idea what i was missing, used iseedeadpeople and what not, took me like 10 minutes to spot the lever from the north side...:mwahaha:


~Chapter 14

- That small chunk of ice Adhelion has to destroy with autoattacks, is barely visible... took me 1 minute to even spot it cuz is not really clear with the terain what exactly u have to attack, gotta make that thing more obvious, or else ppl will get stuck for sure and quit the game.
As you can see the only way to spot it is by right clicking around that area by pure luck, thats how i made it work, kinda dumb, since you can't select it or anything.

- Wendigoos should have fast move speed, since just a few moments earlier Bronndin told us that no dwarf saw a wendigoo and lived to tell the tale since they couldn't run away from them or something.


~Chapter 16

- Nothing bad to say here, i liked the map, i feel like the fish units should do more dmg tho, their dmg is pretty bad even when my heroes get surrounded i can barely feel their dmg, and they get insta killed by any spells so they are a joke.


~Chapter 17

- The only negative i can say about this chapter is the lack of mana on my heroes, not having any mana regen spells other than the passive aura + the mana burns from the enemy units was pretty rough, i had to wait like 30 sec after each battle to regen mana on my heroes cuz otherwise im dead in the fights, i feel like there should be some mana healing items around this map, like mystic mana fountains since this area is a druid/night elf zone, or anything that regens the mana of the heroes, otherwise you are forcing the players to afk for their mana to regen after most battles with the druid forces.

I guess you can implement some items on the ground how you did in the previous chapters like the fresh water items.


~Chapter 18

- In the first part of the map with clearing the outposts, there were a few units left that were hidden on the outskirts of the outposts, so i didn't see them, and because of that once again i had to use cheats to see wtf am i missing, i think you have to put most of the units near the outposts and not everywere else, if the quests says clear the outposts, and when the player does that and the quest isn't done, then yea.. thats bad...
this guy.png
This guy and the others like him in the forest in the north i believe are also tied to the quest of clearing the outposts, so yea.. because of this lil fella i had to use cheats and see what am i missing.

- At the last part with the boss battle vs the 3 barbarian heroes, the only way to win vs them is to kite them and use spells to make them lose agro, there is no other way since they do a shit ton of dmg to my heroes and my only heal is from Adhelion's staff... which is stupid.. remember the point i made about being able to pick which items you keep on the next chapters.. yea, i wish i could have saved the other healing item, but it was replaced by something else... thats bad.

Having only 1 healing spell from Adhelion's staff at this point in the adventure feels a bit sad.




~Overall Negatives/Bugs/Suggestions


- Most important thing out of everything, there must be camera commands, playing on the classic war3 versions feels like im playing through a magnifying glass, the camera is too close to the ground...

After playing more of the game i notice you gave hints about camera commands, but that not only is kinda late into the game but the camera command itself is pretty flawed since it only increases the zoom to a certain amount and that's it, there is no way to add whatever zoom number u want and that is bad! Best way to do cameras in custom games is to simply implement a zoom command from 1000 to 3000, this way the players can choose their own custom zoom and play more confortable.

- A big flaw of the game i feel is the fact that you dont get neither xp (after one level up in each chapter) or gold from creeps, so you can simply ignore most of them, they don't drop anything either, i suggest you make them atleast drop gold and a small chance for tomes as well, so the players have a reason to fight the creeps on the map, and with the gold you can buy more tomes and maybe upgrade in from the big cities, that would be cool.

- Even tho it says you can skip the first cutscene by typing -skip, well... it doesn't work.....

I understand you don't want players to be able to skip the cutscenes so they can understand the story but the problem is that you force the good players, that like the maps and the story, to watch the cinematics again when they replay the same chapters for no reason wasting their time!

Being able to skip the cutscenes is always a possitive since the good players will always watch them if they like the maps and the story and want to understand them and enjoy them, while the bad players who choose to skip the cutscenes without even seeing them once are also the same players who don't care about the maps and their stories to begin with so is their loss, they deserve to not understand the story if they choose to skip the cutscenes, that is a punishment to them for being dumb.:ugly:

- The music is lacking, is just the classic war3 music and that is not enough, since the war3 music can get pretty boring and repetitive after a while, especially for me, since i played so many war3 maps, hearing the war3 music now its just kinda pisses me off, especially the human music, i can't stand it.:mwahaha:

Since this is a Custom RPG Series, i think it requires some Custom music.

Talking about music, the music in the cutscenes is also a must have thing, since otherwise cutscenes lose their charm without some extra music remixing, for example, when certain characters pop up in the cutscenes they should get their own themes starting to take effect, that would make the cutscenes way more fun to watch.

- I wish we were able to choose which items get replaced with newer ones when finishing a chapter, cuz the way i see it the game replaces a random old item with a new one each chapter, also, i can't seem to even change the items in my inventory or drop them, i think that is bad, we should be able to switch items however we want, is always a bad idea to remove futures in a game.

I understand you wouldn't want players to switch items like the main weapons of each hero, since they are made for their specific hero, i get that, Adhelion wearing a shield and Bronndin wearing a staff would be pretty weird and bad.. and funny at the same time :gg: , but what about the other items? they don't have anything specific tying them to any particular hero so players should be able to switch them between eachother!
That would make the game way better! building up your heroes the way you want with the items you want!


- Thomas's cape should be another color other than brown, since Bronndin also has his cape brown, at times it can get very confusing since u can't tell the difference between the two of them from the back in a fight and that is bad, i suggest you make Thomas' cape be another color.

For example Adhelion has his cape red so that is nice, each of them should have different unique colors that represents their race and powers even, won't you agree?

This is also related to their specific hero glow that is bound to the colors in the game lobby, i think you should change the colors in the lobby that represent each hero and make them be more clear from the start in the lobby, for example:

when you open a map and join the lobby you should see each hero's name and color:

Adhelion (with purple or teal color, purple because that is the elven race color from the first cinematic or teal because that is his elemental power, so it fits better, him being red color doesn't make any sense).

Bronndin (with green color, since he represents the earth element, also the dwarf race and flags are green so it fits much better).

Thomas (with Red or yellow color, red cuz of element power and yellow cuz that is his race color with the humans, even orange would fit)

So also the cape colors have to mach the hero glow of each hero!


- Talking about spells, i loved all the new and unique spells and the way they are themed to each hero and his elemental, but i feel like out of the 3 heroes Thomas has the worst spells by far, i am talking specifically about his first 2 spells "Fireball Strike" and "Flaming Swirl" they are just bad, not only they do almost no dmg but they bring nothing to the table, the only time i used one of Thomas's spells and they were good was only in the first 4 chapters against rats and lil spiders, but that's it, after chapter 4 his two main spells become totally uselss, his autoattacks get much stronger than those spells so using them feels like such a waste of time and mana.

Only way i can see to make his spells better is to either simply increase their dmg or add some extra abilities to his spells, for example, after he uses those 2 spells he lets burning effects on the enemies, and they take dmg over time based on his agility, or they leave burn marks that reduce the armor and dmg of the enemies based on a %.


- I got a question, what happned to Adhelion's brother, i remember we split during one of the middle chapters, and then we never saw him again..

- Another thing i remember is about the dragon lord sword of Thomas, i know i did that quest for the Elf guy in the Elf Town, he said he can enhance the sword, and... well... he never did... now i just noticed that i finished that chapter and he never gave my sword back lol :nw:





~Positives

~ In terms of positives, well.. what is there to not love about this series, i am gonna tell the things that impressed me:

- Like i said i liked the spells of each hero, they were cool, even tho they can be better (looking at you Thomas)

- The gameplay was really interesting and fun, destroying hordes of enemies using these powerful heroes is always nice to do.

- Talking about enemies, I really loved all the different enemies you encounter in these maps, each faction and race having their own unique models for each unit and hero was really awesome to see, that sure made the game and the world feel more alive!

My favorite skins were of the arabian themed tribes and their heroes for sure and the skin of the druidess mage one, damn that one looks awesome!
ezgif.com-gif-maker.gif
:ogre_love:

I liked all the extra critters, if i remember i think i saw otters in some chapter lol, that was cute.

- The boss fights were alright, most of the times you just have to survive their primal attacks with spells and a bit of kiting to heal and after that they can be dealt with very easily, the hardest bosses are the ones where you can't really retreat and run from them, like the spider boss in chapter 4, i remember that boss being difficult to deal with.

- I remember in one of the chapters with the desert biom, i think it was chapter 9, i saw some lions hunting and attacking some of the antelope there, that was funny to see, small details like that are really hard to find in custom games, and they sure help a lot to build the world!

- I liked all the quests, they were fun to complete, but i wish there were more sidequests as well alongside the main quests.

- The Main aspect of this series and the thing that kept me playing was of coruse the story! I really enjoyed it, it's just a straight foward adventure type story that keeps getting bigger and more mysterious with each chapter, each conclusion ends up with more mysteries and that was really interesting and fun to see, experiencing the story reminded me of wathing some good adventure movies or anime, it gave me that good feeling and i loved it.

- The characters and the dialogue is also a key aspect, even tho i feel like the english and the interactions obviously could be better, they were good enough to make me care about these main characters, watching their friendship develop going through these big adventures was super fun to experience, like giving each other nicknames how Bronndin started to call Adhelion "Elfie" after a while and what not :gg:

- Last thing i forgot to mention, is that this series reminds me a lot of the custom campaign To The Bitter End by Soul Reaver, it strikes lots of similarities to that in a good way from the way the gameplay is to the story and characters, just a thing i wanted to say, not sure if you played it or not, but you should try it if you didn't, you can learn a lot from it.



Overall i can say that i had a blast playing through this series of maps, God's Remnants surprised me in more ways than i thought! :grin:

Last thing i can say is that i can't wait to play the next chapters and see where the story goes for our 3 heroes and this world of strife they inhabit!

Great job so far with this series! The potential is huge! i hope you will keep working on it! :infl_thumbs_up:


My rating for God's Remnants is ... ahhh... hmm.. now i would give it a rating but in which category i should put this? It is a Multiplayer RPG Series of maps, that can be played solo and that is extremely similar to a Custom campaign with all the different maps and stories, aaaah, you know what, i think i can put it in the Custom Campaigns category, i mean why not, the only difference between this and a custom campaign is that you go to Custom maps to play it instead of going to Custom Campaigns, so i think i can treat it as such.








So... My rating for God's Remnants is an S Tier! with 91 points out of 100!
 
Level 8
Joined
Feb 25, 2021
Messages
21
Hello Bandy! guess what, i finally came back to this rpg/custom campaign of yours and i finished it, god damn man, i didn't expect it to be this good :grin:, the story sure started to kick in after the first chapters and after that i was hooked! i couldn't stop playing until i finished the whole thing :xxd: well, until pack 3 that is since the story isn't finished yet.

I played all maps SOLO since... oh well is hard to find people that care enough to finish these kind of big story rpg's with you so yea..

I played on Version 1.26 of War3, at first i tried playing on version 1.29 and 1.31 but since you made the maps to fit the older versions, playing on the newer ones kinda breaks the game, so i made the choice to play on an older version, glad i did!

~ A few thoughts about some chapters:

~Chapter 2

- King Gustavo doesn't become vulnerable instantly after i defeat all the shades, it takes a while for him to wake up and start fighting by becoming vulnerable again.


~Chapter 4

- Interesting puzzles, i really loved how the statues became animated and the gold warriors as well, very cool visuals for sure, pretty unique!

- In the Gold zone where the Dragon Lord soul is, there is that south gate that is closed during the whole quest with returning the egg, but you can actually walk past that closed gate, skipping this whole zone.


~chapter 5:

- There isn't much to do while having to wait 15 minutes in the last stage of the mission, i suggest decreasing the time and just adding more wolves to the attack waves.


~Chapter 7:

- The herbs from Junpuri are very hard to spot on the ground since they look exactly like normal grass, i think you should make them more visible so players can see them, the only reason i found them was because i usually left click on the ground and select big areas to see if i find anything that can be selected, but im not sure other people do the same.

Also after i found the first herb it said there are 0 herbs remaining to find, and after i got the second one, it said there is 1 remaining herb even tho the quest says is done, those 2 texts should be reversed.

- In the arena fight with Eialana, i can use Fire Wave to kick her out of the arena through the walls, then she gets stuck outside.
I guess one way to solve the problem is by putting some invisible walls around the arena.

- When the enemies infiltrate the elf town and get to the fountain to steal the orb , they all look exactly like the elves in town, so that whole fight with them was very confusing, maybe they should change their skins before the fight starts, just a suggestion.


~Chapter 9

- Once we got into the city it was pretty confusing finding out what to do, there should have been some hints on the map to locate the towers we have to go to cuz the quest said they were in the middle of the city, but they were in the corners of the city instead.

- We should get vision of the bisons and the elephants when they start to attack the city, that would make for a better and cooler scenario since we can see the fight.

Things like this matter because they make the player curious about what is happening on the map, so for me for example this made me use "iseedeadpeople" to see whats going on, and thats bad, the map shouldn't force the players to use cheats just to experience the map, same with the towers, i had to keep using iseedeadpeople to search for these "towers" in "the middle of the city" cuz there were nowere to be found, and instead they were in the corners.


~Chapter 10

- Why are the mutated leopards that we release from the cages invulnerable?

- The north lever that closes the water gates to stop the snakes from coming in, that one is invisible to the player, yes i know you put hints to change the camera angle and what not, but that is still bad, the levers should be visible to the player from any angle!

Also this seems to be the only map where changing the angle would be necessary to spot that lever so... the whole changing the angle thing is totally pointless, i suggest like i said to move the position of the north zone lever a few meters up so players can see it and not be hidden behind the walls,
this made me per usual rage since i had no idea what i was missing, used iseedeadpeople and what not, took me like 10 minutes to spot the lever from the north side...:mwahaha:


~Chapter 14

- That small chunk of ice Adhelion has to destroy with autoattacks, is barely visible... took me 1 minute to even spot it cuz is not really clear with the terain what exactly u have to attack, gotta make that thing more obvious, or else ppl will get stuck for sure and quit the game.
As you can see the only way to spot it is by right clicking around that area by pure luck, thats how i made it work, kinda dumb, since you can't select it or anything.

- Wendigoos should have fast move speed, since just a few moments earlier Bronndin told us that no dwarf saw a wendigoo and lived to tell the tale since they couldn't run away from them or something.


~Chapter 16

- Nothing bad to say here, i liked the map, i feel like the fish units should do more dmg tho, their dmg is pretty bad even when my heroes get surrounded i can barely feel their dmg, and they get insta killed by any spells so they are a joke.


~Chapter 17

- The only negative i can say about this chapter is the lack of mana on my heroes, not having any mana regen spells other than the passive aura + the mana burns from the enemy units was pretty rough, i had to wait like 30 sec after each battle to regen mana on my heroes cuz otherwise im dead in the fights, i feel like there should be some mana healing items around this map, like mystic mana fountains since this area is a druid/night elf zone, or anything that regens the mana of the heroes, otherwise you are forcing the players to afk for their mana to regen after most battles with the druid forces.

I guess you can implement some items on the ground how you did in the previous chapters like the fresh water items.


~Chapter 18

- In the first part of the map with clearing the outposts, there were a few units left that were hidden on the outskirts of the outposts, so i didn't see them, and because of that once again i had to use cheats to see wtf am i missing, i think you have to put most of the units near the outposts and not everywere else, if the quests says clear the outposts, and when the player does that and the quest isn't done, then yea.. thats bad...
This guy and the others like him in the forest in the north i believe are also tied to the quest of clearing the outposts, so yea.. because of this lil fella i had to use cheats and see what am i missing.

- At the last part with the boss battle vs the 3 barbarian heroes, the only way to win vs them is to kite them and use spells to make them lose agro, there is no other way since they do a shit ton of dmg to my heroes and my only heal is from Adhelion's staff... which is stupid.. remember the point i made about being able to pick which items you keep on the next chapters.. yea, i wish i could have saved the other healing item, but it was replaced by something else... thats bad.

Having only 1 healing spell from Adhelion's staff at this point in the adventure feels a bit sad.




~Overall Negatives/Bugs/Suggestions


- Most important thing out of everything, there must be camera commands, playing on the classic war3 versions feels like im playing through a magnifying glass, the camera is too close to the ground...

After playing more of the game i notice you gave hints about camera commands, but that not only is kinda late into the game but the camera command itself is pretty flawed since it only increases the zoom to a certain amount and that's it, there is no way to add whatever zoom number u want and that is bad! Best way to do cameras in custom games is to simply implement a zoom command from 1000 to 3000, this way the players can choose their own custom zoom and play more confortable.

- A big flaw of the game i feel is the fact that you dont get neither xp (after one level up in each chapter) or gold from creeps, so you can simply ignore most of them, they don't drop anything either, i suggest you make them atleast drop gold and a small chance for tomes as well, so the players have a reason to fight the creeps on the map, and with the gold you can buy more tomes and maybe upgrade in from the big cities, that would be cool.

- Even tho it says you can skip the first cutscene by typing -skip, well... it doesn't work.....

I understand you don't want players to be able to skip the cutscenes so they can understand the story but the problem is that you force the good players, that like the maps and the story, to watch the cinematics again when they replay the same chapters for no reason wasting their time!

Being able to skip the cutscenes is always a possitive since the good players will always watch them if they like the maps and the story and want to understand them and enjoy them, while the bad players who choose to skip the cutscenes without even seeing them once are also the same players who don't care about the maps and their stories to begin with so is their loss, they deserve to not understand the story if they choose to skip the cutscenes, that is a punishment to them for being dumb.:ugly:

- The music is lacking, is just the classic war3 music and that is not enough, since the war3 music can get pretty boring and repetitive after a while, especially for me, since i played so many war3 maps, hearing the war3 music now its just kinda pisses me off, especially the human music, i can't stand it.:mwahaha:

Since this is a Custom RPG Series, i think it requires some Custom music.

Talking about music, the music in the cutscenes is also a must have thing, since otherwise cutscenes lose their charm without some extra music remixing, for example, when certain characters pop up in the cutscenes they should get their own themes starting to take effect, that would make the cutscenes way more fun to watch.

- I wish we were able to choose which items get replaced with newer ones when finishing a chapter, cuz the way i see it the game replaces a random old item with a new one each chapter, also, i can't seem to even change the items in my inventory or drop them, i think that is bad, we should be able to switch items however we want, is always a bad idea to remove futures in a game.

I understand you wouldn't want players to switch items like the main weapons of each hero, since they are made for their specific hero, i get that, Adhelion wearing a shield and Bronndin wearing a staff would be pretty weird and bad.. and funny at the same time :gg: , but what about the other items? they don't have anything specific tying them to any particular hero so players should be able to switch them between eachother!
That would make the game way better! building up your heroes the way you want with the items you want!


- Thomas's cape should be another color other than brown, since Bronndin also has his cape brown, at times it can get very confusing since u can't tell the difference between the two of them from the back in a fight and that is bad, i suggest you make Thomas' cape be another color.

For example Adhelion has his cape red so that is nice, each of them should have different unique colors that represents their race and powers even, won't you agree?

This is also related to their specific hero glow that is bound to the colors in the game lobby, i think you should change the colors in the lobby that represent each hero and make them be more clear from the start in the lobby, for example:

when you open a map and join the lobby you should see each hero's name and color:

Adhelion (with purple or teal color, purple because that is the elven race color from the first cinematic or teal because that is his elemental power, so it fits better, him being red color doesn't make any sense).

Bronndin (with green color, since he represents the earth element, also the dwarf race and flags are green so it fits much better).

Thomas (with Red or yellow color, red cuz of element power and yellow cuz that is his race color with the humans, even orange would fit)

So also the cape colors have to mach the hero glow of each hero!


- Talking about spells, i loved all the new and unique spells and the way they are themed to each hero and his elemental, but i feel like out of the 3 heroes Thomas has the worst spells by far, i am talking specifically about his first 2 spells "Fireball Strike" and "Flaming Swirl" they are just bad, not only they do almost no dmg but they bring nothing to the table, the only time i used one of Thomas's spells and they were good was only in the first 4 chapters against rats and lil spiders, but that's it, after chapter 4 his two main spells become totally uselss, his autoattacks get much stronger than those spells so using them feels like such a waste of time and mana.

Only way i can see to make his spells better is to either simply increase their dmg or add some extra abilities to his spells, for example, after he uses those 2 spells he lets burning effects on the enemies, and they take dmg over time based on his agility, or they leave burn marks that reduce the armor and dmg of the enemies based on a %.


- I got a question, what happned to Adhelion's brother, i remember we split during one of the middle chapters, and then we never saw him again..

- Another thing i remember is about the dragon lord sword of Thomas, i know i did that quest for the Elf guy in the Elf Town, he said he can enhance the sword, and... well... he never did... now i just noticed that i finished that chapter and he never gave my sword back lol :nw:





~Positives

~ In terms of positives, well.. what is there to not love about this series, i am gonna tell the things that impressed me:

- Like i said i liked the spells of each hero, they were cool, even tho they can be better (looking at you Thomas)

- The gameplay was really interesting and fun, destroying hordes of enemies using these powerful heroes is always nice to do.

- Talking about enemies, I really loved all the different enemies you encounter in these maps, each faction and race having their own unique models for each unit and hero was really awesome to see, that sure made the game and the world feel more alive!

My favorite skins were of the arabian themed tribes and their heroes for sure and the skin of the druidess mage one, damn that one looks awesome!
:ogre_love:

I liked all the extra critters, if i remember i think i saw otters in some chapter lol, that was cute.

- The boss fights were alright, most of the times you just have to survive their primal attacks with spells and a bit of kiting to heal and after that they can be dealt with very easily, the hardest bosses are the ones where you can't really retreat and run from them, like the spider boss in chapter 4, i remember that boss being difficult to deal with.

- I remember in one of the chapters with the desert biom, i think it was chapter 9, i saw some lions hunting and attacking some of the antelope there, that was funny to see, small details like that are really hard to find in custom games, and they sure help a lot to build the world!

- I liked all the quests, they were fun to complete, but i wish there were more sidequests as well alongside the main quests.

- The Main aspect of this series and the thing that kept me playing was of coruse the story! I really enjoyed it, it's just a straight foward adventure type story that keeps getting bigger and more mysterious with each chapter, each conclusion ends up with more mysteries and that was really interesting and fun to see, experiencing the story reminded me of wathing some good adventure movies or anime, it gave me that good feeling and i loved it.

- The characters and the dialogue is also a key aspect, even tho i feel like the english and the interactions obviously could be better, they were good enough to make me care about these main characters, watching their friendship develop going through these big adventures was super fun to experience, like giving each other nicknames how Bronndin started to call Adhelion "Elfie" after a while and what not :gg:

- Last thing i forgot to mention, is that this series reminds me a lot of the custom campaign To The Bitter End by Soul Reaver, it strikes lots of similarities to that in a good way from the way the gameplay is to the story and characters, just a thing i wanted to say, not sure if you played it or not, but you should try it if you didn't, you can learn a lot from it.



Overall i can say that i had a blast playing through this series of maps, God's Remnants surprised me in more ways than i thought! :grin:

Last thing i can say is that i can't wait to play the next chapters and see where the story goes for our 3 heroes and this world of strife they inhabit!

Great job so far with this series! The potential is huge! i hope you will keep working on it! :infl_thumbs_up:


My rating for God's Remnants is ... ahhh... hmm.. now i would give it a rating but in which category i should put this? It is a Multiplayer RPG Series of maps, that can be played solo and that is extremely similar to a Custom campaign with all the different maps and stories, aaaah, you know what, i think i can put it in the Custom Campaigns category, i mean why not, the only difference between this and a custom campaign is that you go to Custom maps to play it instead of going to Custom Campaigns, so i think i can treat it as such.








So... My rating for God's Remnants is an S Tier! with 91 points out of 100!
Hello man, I am more than glad to hear (read) your review of my campaign/RPG storyline game.
First of all I appreciatte all the time you took to play it ALONE, since it IS hard to find someone to play with.

I will look into these suggestions of your since I believe they will only improve the game and you can expect the update in the followin Month or so since I am swamped at work currently and don't have much time to get into creating this campaign.

As for the some parts of the storyline that you asked about, well, it is meant to leave it as cliffhanger for example:
-Astarion, Adhelion's brother, is still around but it has his side quests that we will all learn later once we return to Vintas
-AND yes, the SWORD that you gave at Junpuri to the Captain is stolen by Umpokta once they stole the orb from the pool as well.

I am currently on Map 21 since these parts are massive to the storyline and it's hard to create boss-fights that are challenging since we are this strong at the moment

Will make sure to speed things up since most of my friends as well are more than willing to find out the storyline and what happens next

ONCE again, thanks for the awesome review
:infl_thumbs_up:
 
Level 8
Joined
Feb 25, 2021
Messages
21
November 08. 2022
  • Fixed cinematic not being skippable in single player mode
  • Each hero now has unique color and cape of his own
  • Added more camera options
  • Added minor items to each map to help with gameplay
  • Fixed issue with King Gustavo (once ghosts are defeated he becomes vulnerable)
  • Fixed issue in map 4 where you can skip the area with gold in it
  • Spider boss is reduced a bit (still hard though)
  • Added some more wolves to the invasion sequence
  • Reduced time for the mission from 15 minutes to 10 minutes
  • Improved spells of Thomas by a lot, some Adhelion's as well

November 30. 2022
  • Minor player color update
 
Last edited:
Top