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The Amulet Of Paladin v1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Now i updated it the (The Amulet Of Paladin v1.0) to v1.1


NEW FEATURES
-Fixed Phillip icon (Human)
-Fixed Loading screen
-Fixed Hero Discription
-New boss(armored paladin)
-New Character(Firemage)
-New Castle Model

That it's only

Please Download Now...

Thank's..

Keywords:
Paladin, v1.1, The amulet of paladin, Human
Contents

The Amulet Of Paladin v1.1 (Map)

Reviews
08:18, 5th Jul 2014 Orcnet:

Moderator

M

Moderator

08:18, 5th Jul 2014
Orcnet:
Shadow Fury;2546313 said:
This map is pretty bad and deluding for many reasons which are the following:-

BAD POINTS:-
- The terrain looks really bad and is completely flat. It also lacks of decorative doodads and you used the tiles in a bad way. I found strange that instead of putting water you lowered the ground below the bridge without even putting something in there
- The DISBTN of the icons were not imported (except one which isn't even imported correctly) so the icons appear green when I pause the game. And by the way, what kind of icon is the one of Phillip? It's totally unfitting
- The abilities aren't even new ones. You just took the old ones and gave them to the heroes. That's pretty unoriginal and unprofessional. In addition, You gave 2 abilities of units (Control Magic and Spell Steal) but you didn't type anything in the "Text - Tooltip - Learn" and "Text - Tooltip - Learn - Extended" so when I come to learn them, it says "Tooltip missing!". As for Control Magic, it requires me to research it at the Arcane Sanctum
- Your item drops are improperly done and the item table you did is very strange. I don't know why there is a 33% chance to get a level 0 item (Bracer of Agility) while there is another 34% to get a level 8 item (Crown of Kings) and a 33% chance for a level 6 item (Inferno Stone). All this can be dropped from some humble level 2 Forest Trolls Shadow Priests (even if there are others, I focus on this type of creep due to its low level). It's a very weird and incorrect way to make item drops
- I see you did an Infernal for each race but may I ask what's the difference between them excluding the model? They are completely equal to each other and I didn't appreciate such a thing
- The blood paladin who I should defeat doesn't even have the ability "The Holy Infernal" learnt
- Once I kill this paladin, what happens? Nothing sadly. No victory condition and no quest to tell me to kill the blood paladin and steal the amulet
- May I know why you used the Infernal icon for an altar of kings?


I guess I pointed out enough bad points even if I suspect there are a little more but those are enough for my final judgement. Time for some suggestions:-

SUGGESTIONS:-
- Well, I'd firstly say to read a lot of tutorials about terraining because you really need them. They actually helped me to improve so I'm sure you will too soon
- Import the DISBTN for ALL icons. Then, remove the war3mapImported from them and replace it with ReplaceableTextures\CommandButtonsDisabled
The spelling here is very important. One mistake and it won't work
- Try to invent new abilities. Even if they are not very cool, they will be always better than old ones. And when you create an ability from a unit to give it to a hero, tick "Hero Ability" and, most important, make sure you type Learn (name of ability) in the "Text - Tooltip - Learn" and the description of this ability in "Text - Tooltip - Learn - Extended"
- About the item drops, the level of the item must never exceed the one of the creep releasing it otherwise it would be too easy to get it. Your random drop needs a little fix. I'd recommend to let this item table apply for high-levelled creeps and to replace "Bracer of Agility" with a level 6,7 or 8 item
- The Infernals for each race must have some difference whether in HP, abilities, cooldown etc... but of course keeping a balance between all
- Creating a quest would be really good
- When the player takes the amulet, you should let him win the game
- The Infernal icon for the altar of kings is senseless. Reset it to its normal icon. Oh, and make sure the icons you use fit the models


OVERALL RESULT:-
Eventually, I'd say this map is badly done and requires much more work and effort. I can give it maximum 1/5 and vote for REJECTION
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
This map is pretty bad and deluding for many reasons which are the following:-

BAD POINTS:-
- The terrain looks really bad and is completely flat. It also lacks of decorative doodads and you used the tiles in a bad way. I found strange that instead of putting water you lowered the ground below the bridge without even putting something in there
- The DISBTN of the icons were not imported (except one which isn't even imported correctly) so the icons appear green when I pause the game. And by the way, what kind of icon is the one of Phillip? It's totally unfitting
- The abilities aren't even new ones. You just took the old ones and gave them to the heroes. That's pretty unoriginal and unprofessional. In addition, You gave 2 abilities of units (Control Magic and Spell Steal) but you didn't type anything in the "Text - Tooltip - Learn" and "Text - Tooltip - Learn - Extended" so when I come to learn them, it says "Tooltip missing!". As for Control Magic, it requires me to research it at the Arcane Sanctum
- Your item drops are improperly done and the item table you did is very strange. I don't know why there is a 33% chance to get a level 0 item (Bracer of Agility) while there is another 34% to get a level 8 item (Crown of Kings) and a 33% chance for a level 6 item (Inferno Stone). All this can be dropped from some humble level 2 Forest Trolls Shadow Priests (even if there are others, I focus on this type of creep due to its low level). It's a very weird and incorrect way to make item drops
- I see you did an Infernal for each race but may I ask what's the difference between them excluding the model? They are completely equal to each other and I didn't appreciate such a thing
- The blood paladin who I should defeat doesn't even have the ability "The Holy Infernal" learnt
- Once I kill this paladin, what happens? Nothing sadly. No victory condition and no quest to tell me to kill the blood paladin and steal the amulet
- May I know why you used the Infernal icon for an altar of kings?


I guess I pointed out enough bad points even if I suspect there are a little more but those are enough for my final judgement. Time for some suggestions:-

SUGGESTIONS:-
- Well, I'd firstly say to read a lot of tutorials about terraining because you really need them. They actually helped me to improve so I'm sure you will too soon
- Import the DISBTN for ALL icons. Then, remove the war3mapImported from them and replace it with ReplaceableTextures\CommandButtonsDisabled
The spelling here is very important. One mistake and it won't work
- Try to invent new abilities. Even if they are not very cool, they will be always better than old ones. And when you create an ability from a unit to give it to a hero, tick "Hero Ability" and, most important, make sure you type Learn (name of ability) in the "Text - Tooltip - Learn" and the description of this ability in "Text - Tooltip - Learn - Extended"
- About the item drops, the level of the item must never exceed the one of the creep releasing it otherwise it would be too easy to get it. Your random drop needs a little fix. I'd recommend to let this item table apply for high-levelled creeps and to replace "Bracer of Agility" with a level 6,7 or 8 item
- The Infernals for each race must have some difference whether in HP, abilities, cooldown etc... but of course keeping a balance between all
- Creating a quest would be really good
- When the player takes the amulet, you should let him win the game
- The Infernal icon for the altar of kings is senseless. Reset it to its normal icon. Oh, and make sure the icons you use fit the models


OVERALL RESULT:-
Eventually, I'd say this map is badly done and requires much more work and effort. I can give it maximum 1/5 and vote for REJECTION
 
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