• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
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Final Fantasy Revolutions v6.1.1



Final Fantasy Revolutions v6.1.1



Final Fantasy Revolutions is an RPG hero-based minigame that will take you through each chapter of a story unfolding in a big conflict with the Dark Forces.

Take control of one of 6 souls to fight and save the world, ruled now by the evil Dark Forces. Choosing the form of past hero bodies, they will return as powerful warriors to beat once and for all the Dark Master.

Thanks to all my friends at LAPSA clan for hard testing this map and to all of you who are going to enjoy it!
Estimated playtime: 1 hour

4 Heroes
5 Chapters, each one has a unique Boss
Playtime can last between 50 mins and 1 hour 20 mins for a complete run

All resources used were imported from HiveWorkshop page, except the music from the Final Fantasy series, which belongs to their respective owners (Nobuo Uematsu)
Check the complete list of Resources used


Changelog
Version 6.1.1
  • Some fixes and changes to the Final boss fight
  • Corrected text description for Defense
  • Fixed game cache bug (not storing high score when there is no high score)
  • Fixed quest bug for Chapter 4
  • Plus more minor bugs fixed
Version 6.1
  • Spells damages/heals are influenced by stats
  • Implemented lives: Bosses reward +1 life and some lives can be found around
  • New class item: Headgear
  • Added high scores for both Normal and Hard difficulties. These scores are stored in the map
  • Added a Stash as an additional storage unit
  • Fixed many bugs
Version 6.0
  • Revamped Heroes: Knight, Mercenary, White Mage and Black Mage
  • Revamped Chapters: 5 chapters with an improved experience
  • Revamped Items: Armor and Weapons are dropped by enemies, while shops can be found scattered in the chapters
  • XP system: Implemented a global XP system, so all heroes will gain the same experience
  • Combat mechanics: Added new mechanics that allow for a fun and engaging experience. Stunning enemies that are casting spells will cancel the spell and buy you some time
  • AI assistance: If you're playing solo (or even a team!) you can add AI heroes that will follow you and support you. And they even collect items!
  • Boss Fights: Enjoy cinematics and improved fights that will keep you engaged
  • Normal/Hard difficulty: Feel ready? Try playing on Hard!
  • Stat Points (previously Points dialog) is back and improved
  • And many more improvements, secrets and bugs smashed!
Version 5.0
  • Fixed enemy units on wrong team
  • Removed weather system
  • Removed Points dialog
Contents

Final Fantasy Revolutions v6.1.1 (Map)

Level 1
Joined
Feb 25, 2010
Messages
2
when i kill the water elament lvl 3 its in a difrent languege (i cant spell it) also the char thats named Grom needs to be changed
 
Last edited:
Level 4
Joined
Jul 11, 2005
Messages
28
Thanks Dethellica i'm very glad you liked it.
Thanks for the bugs Zaridan, i'm working on them right now and i'll be uploading ASAP the new update with a lot of improvements including a better and modern game experience. Keep the good vibes coming!
 
Level 7
Joined
Oct 30, 2010
Messages
334
lol why all player 5 ?
when we reach chapter 3 all fren not enemy ?What is this?Pls Fix it.And aslo the attribute d why when i up agi it for me int?
 
Level 4
Joined
Nov 20, 2008
Messages
66
lol why all player 5 ?
when we reach chapter 3 all fren not enemy ?What is this?Pls Fix it.And aslo the attribute d why when i up agi it for me int?

Same problem. It's a promising project, although you need to keep working on it. Here are same suggestions:

- add boxes or anything that can carry extra objects

- add some lore and info for the chapters

It's enough for now, I'll rate this map when I check the final version
 
Level 4
Joined
Jul 11, 2005
Messages
28
Ok, i'm working on it right now.
Thanks for the suggestions:
- Author description (i am also Hepu, btw) will be fixed
- Description of map, also
- And for the map's gameplay, don't worry, you guys will be shocked when i re-upload it :)
Thanks for the comments
 
Level 3
Joined
Mar 26, 2014
Messages
28
I expected to at least have final fantasy classes/skills available; but when i started i saw a lot of warcraft 3 items/heroes/enemies. I don't get why it's named Final Fantasy Revolutions as I scarcely saw any other Final Fantasy references so i think another name would be more relevant.

Also a repick feature or at least a description of skills would be much appreciated. Tried a hero and only liked one skill so didn't bother staying around.
 
Level 7
Joined
Mar 12, 2023
Messages
66
Hello there!
All in all, the map is good. I'm putting it here because after chapter 2, you are met with chapter 3 in which the creeps are neutral and didn't drop a thing. which also means that the player couldn't proceed to the next chapters because they couldn't open the gates and stuff.
But like I said, pretty decent map. Might need to tweak that ally-neutral-enemy mechanics though.
 
Level 4
Joined
Jul 11, 2005
Messages
28
Gave the map a shot and i got stuck, the gate number 4 doesn't open after i killed the boss from gate 3 region
Thanks for giving it a shot @Blasterixx ! I'm doing an overall check of these bugs, going chapter by chapter. I'll take note of this and let you know when it's updated! Right now, I'm going over Chapter 2 with a revamp of heroes, items and overall gameplay (with more Final Fantasy-themed stuff :thumbs_up:)
 
Level 4
Joined
Jul 11, 2005
Messages
28
Hey guys! Just wanted to give a heads up that the map is almost done, I'm aiming to release it this weekend.

It means a lot to me this next update: A lot more of Final Fantasy lore, a re-launch of 3 initial heroes, a brand new fighting experience from the spells to the enemies and their brand new AI, new boss mechanics, new secrets, traveling the different chapters I made in the last 3 months non-stop (the complete change-log would be included!)

Stay tuned! :grin:
 
Level 14
Joined
Mar 4, 2014
Messages
257
I tested the game solo and made some decent progress, but after a while, I started to lose interest and quit.

Here’s what I ran into:

- Infinite Lives: There’s really no punishment for dying, so you can just keep respawning without any pressure. It ends up making the whole thing feel pretty boring.

- Gold Usage: The only thing to use gold on is buying pots, but since they drop from mobs all the time, it feels pretty pointless.

- Useless Shops: The shops on the map sell stuff that’s basically not worth it since you can loot the same items from mobs.

- Boss Encounters: The boss fights were actually fun! But because you can respawn right after you die, there’s no real tension in the fights, which kinda takes away from the excitement. On the bright side, I like how the spells work with that 1-2 second delay before casting—gives players a chance to react, which is cool.

- Hero Spells: The hero’s spells are alright, but they don't really scale with stats or anything, so the flat damage feels a bit lackluster.

- Level Up Rewards: It’s nice that you get 2 stat points every time you level up.

- Rolling Stone Gates: There are those rolling stone gates all over the map, but I have no clue how to open them. A little hint for players would be helpful.



~Suggestions:

- Implement a Lives Currency: Maybe use wood as a resource for lives. Start with 5 lives on normal and just 1 on hard. Players could find extra lives in secret spots or from bosses, adding some stakes to the game.

- Close Gates During Boss Fights: In boss fights, it’d be smarter to shut the gate when the battle starts so players can’t just kite the boss by casting spells and running away.

- Introduce Shops with Tomes: How about adding shops that sell tomes for permanent stat boosts? That would give players a real reason to spend their gold.

- Improve Shop Items: Buff the items in shops so they’re actually worth buying. Also, bosses should drop tomes, gold coins, and better loot than what you can find in shops.

- Scale Hero Spells with Stats: Make the hero's spells scale with players’ stats so they feel more powerful.
 
Level 4
Joined
Jul 11, 2005
Messages
28
What are the changes in the latest update :p? Would love a bit bigger description.
hey @Marunia ! The Changelog spoiler button at the top of this page contains the full list of changes, but here it is for version 6.1:

Version 6.1

  • Spells damages/heals are influenced by stats
  • Implemented lives: Bosses reward +1 life and some lives can be found around
  • New class item: Headgear
  • Added high scores for both Normal and Hard difficulties. These scores are stored in the map
  • Added a Stash as an additional storage unit
  • Fixed many bugs
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
It's a nice RPG map, a bit tedious towards the end. Doesn't quite feel like Final Fantasy (no turn based combat, no outside combat worldmap exploration, random encounters [not a fan of those though; I guess these are the enemies which appear out of the blue and come after you]). Can't really say there's much of a story. No real talk, just some messages about places and what to do. Terrain could be better.
  1. Debug-like messages are quite annoying and cover the screen with spam (hero attacked, enemy attacking, spawn on/off, boss phase whatever).
  2. While battling the troll, two scorpions came to attack, probably having high camp range and coming from the entrance to the village/city. A flying also came and then another scorpion. At this point I'm not sure if it's not intended for the enemy to come after you from places.
  3. OK, so you can't turn back to refill potions from the shop.
  4. Too bad phoenix downs don't stack.
  5. Can cheat a bit by dragging some enemies from their group and fighting them separately.
  6. Hero selected during cinematic mode.
  7. At least including chapter 2, gold is pretty useless unless you buy potions. Equipment Shops until now had weak items which were unusable since I found better ones from enemies.
  8. Would be nice for the stash to sell, to pick items and give them directly to the hero and back without the complication of two abilities.
  9. Fighting and especially bosses is super reliant on abilities even if you are a knight.
  10. Max stack is 20. Should mention somewhere.
  11. From chapter 3 it gets annoying in that potions are rapidly consumed and phoenix down isn't enough in the long run unless perhaps if you try making a run to the boss zone or something.
  12. At one point saving the game got disabled. Not sure if intended or game version bug.
  13. Spells repeat between enemies and bosses which make encounters not unique.
 
Level 4
Joined
Jul 11, 2005
Messages
28
hey @deepstrasz !
I'm so sorry about the debug messages, I mistakenly uploaded an update that enabled this messages: My bad! This is now corrected in an update I'm uploading after posting this message.

Thanks for your feedback!
Some of the things that you mention (like random creeps coming from nowhere, buying potions not available inside chapters) are intended.

The intention of chapters, is to send the heroes into a mission that needs preparation and have to rely on strategy and/or teamwork to complete. I try to place certain boosters scattered through out the chapters to aid on the mission but still leave space for difficulty.

Going back in the past, this map was originally intended to be played like War Chasers, which now that I remember, were hard as hell and not super enjoyable to play for long times (if I'm completely honest with you haha).
That is to explain, that I'm planning to leave most of those mechanics as it is for now.

I have some other ideas for minigames that I think would be more engaging and easier to code given the limited time that I have today to maintain an ambitious map as this one, but certainly a lot of the points you wrote sound really cool and could help make the map more engaging (boss fights, more stackable items, rely less on abilities on fights, give less repetition with unique spells), so I'll keep them in mind for a future update!

Thanks again!
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
The intention of chapters, is to send the heroes into a mission that needs preparation and have to rely on strategy and/or teamwork to complete. I try to place certain boosters scattered through out the chapters to aid on the mission but still leave space for difficulty.
Does the difficulty (or the enemy count or bosses strength) increase when there are more players in the game? I've played solo so it may be more tedious alone.
Also, thank you for the lovely answer.
 
Level 4
Joined
Jul 11, 2005
Messages
28
Does the difficulty (or the enemy count or bosses strength) increase when there are more players in the game? I've played solo so it may be more tedious alone.
Also, thank you for the lovely answer.
for Solo players, I added a way of creating AIs that follow your player and cast spells. In case you wanted to have a glimpse of the teamwork experience.
Check the Quests menu for the full list of commands, which allows you to create random or specific heroes. It goes like:

Code:
ai:create 03 1
(Which translates to: Create 3 AI's of Knight type)
Types are:
1 - Knight
2 - Mercenary
3 - White Mage
4 - Black Mage

You can have as many AI's as to fill the whole players slots with them (5 AIs)
 
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