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14:32, 1st Aug 2010
ap0calypse: Approved
ap0calypse: Approved
(15 ratings)
Campaign Review #1
I will not judge anything outside of what we see in warcraft. so no triggers will be judged.
Likes and Dislikes
LikesWell, I really like the backstory.
There were good camera angles for the most part, but at one point the camera went through a character (Dares(Or something like that))
It had a followable and sensible story line.
Dislikes{Please don't be offended if you are form another country}
Your grammar is sub-par for a cinematic, which is one of the main points in most cinematics. I have a few screenshots of incorrect sentences, here
The *s around letters or words means that's what should be changed. I did not go and find all of your mistakes, but hopefully pointing out a few helps.
If I was just completely wrong somewhere, feel free to let me know.
Only other complaint is that there's no fog, a gray fog at certain points, and a green at others would look wonderful.
Overall rating
On a scale of 1 to 200 (based on how I'd normally review a cinematic of this type)
187
That's a great score. I liked this cinematic, but the grammar was overwhelmingly annoying. You could easily get a 197 with grammar fixes.
Likes and Dislikes
LikesOpening cinematic was nice.
The terrain wasn't flat.
Dislikes
The cinematic with the felguard got me killed, it should pause all units other than the felguard, because I was going to attack a furblog then cinematic popped up.
What was the purpose of the voodoo lounge...?
Lots of grammar mistakes... again. I suggest going here
For the record, trolls don't say " man " they say " 'mon "
No place to heal or regain health...so if the creeps don't drop runes of healing, then you're screwed like I was.
In the secret potion tooltip it says "...renders unit undetectable unless detected..." 1) if it's undetectable then how would it be detected? 2) that's just common sense...
Overall rating
On a scale of 1 to 200 (based on how I'd normally review a map of this type)
169
This map seems like it was quickly thrown together outside of the terraining and cinematics. Needs some serious improvements. Quality over Quantity my friend.
I could not even finish this map because the problems were too much for me, I got probably half way, but I feel safe to assume it was only downhill from there.
I'll do this one chapter at a time, starting with the prologue:
* Way, way, waaaay too many spelling and grammar mistakes, it distracts from the story.
* Since this is the Warcraft universe, don't use "the earth", just say Azeroth.
* Make Azulas bigger, and put some special effects on him, so he actually looks like royzlty...
* During the cutscene where the demon gets transformed and walks away, he is still visible when the camera starts turning, so it looks like he's sitting there for no reason.
** Maybe find a different model/skin for it that actually looks like his skin is falling off... (and also so we don't confuse him with Boreas, who looks fine).
Hmm, this may take me some time, but i like this idea..
* The part where Dagar is introduced has the camera going through him.
* With that out of the way, the story is intriguing, and I will definitely continue.
And Chapter one:
* Grammar, spelling, methinks this one'll show up often...
What can i say, i'm a lazy typer.. I will do a full sweep when i get the energy
* Control the fishing troll's animation in the beginning cutscene, the backflipping with a fishing rod just looks stupid.
I've been annoyed by this myself too, even thought to rename the animation in the troll model, hmm maybe not a bad idea..
** Same with the Tuskarr village cutscene, if Dagar says he can't move, Ragnar should not be jumping in the air.
* I'm not sure about using the unit quotes in the dialogue... It works for the trolls, but not for Dagar, who ends up sounding like Uther and a priest.
* Put some kind of marker on the quest-giving priest (like an exclamation point or something) so you know who to talk to.
I made this a long time ago and couldn't get myself to throw some garbage away.. (also used the stupid 3D sound, because i couldn't grasp why some sounds were failing.. D'Oh! Will check
* There are holes in the north and west watchtowers (that is, the unit disappears under the platform until you tell it to move somewhere else).
* The unit using items only seems to work once for some reason, Ragnar drank the first healing potion I gave him, but couldn't use the second one.
Strange, i will check.
* Not all units are accounted for in cutscenes; for example, the troll you can recruit from the watchtower doesn't come along in the village, so he ends up half slaughtered by the guards once they turn on you.
I changed the wait, giving you time to get the hell away from them..
* There should be a counter to remind you of the number of furbolgs you've killed.
Yes! I like this idea
* Problem with the village cutscene: If you skip it, your units continue their actions instead of ending up outside the village (as happens when you go threough the cutscene).
* The goddamn demon teams are way too persistent and go far too close to the troll bestiary, I lost half my units there because they kept showing up (and the neutral trolls kept getting in the way).
I already tried to weaken the AI twice.. Now i made the a delay. The initial version had a trigger based AI, but that was kinda weak (just a patroll). I will see what i can do.
** Okay, forget that: THE BASTARDS KNOW EXACTLY WHERE YOU ARE. Get rid of that, it makes the map impossible. Trying to get into the Tuskarr base while they come at you from any direction is NOT fun.
* Once you get a base, it seems the limit is at 35 food... Why?
This is from the pre-AI time to make it a bit harder, Should I increase it?
* Once the Tuskarr Chieftain is dead, have the Tuskarr stop attacking, especially if they're attacking Dagar.
I didn't know how, at that time, but i guess i already answered my own question, consider it changed
Sidequests:
* What the prize is for beating the target minigame I don't know, since he didn't give me anything after I beat it. Hmm, this is one of the things that i tested a lot and never failed.. Note that you can get a potion OR a tome
* I killed every single Furbolg and Trapper on the map, but I never did find that secret ingredient...
Yeah, this was a weak part on the map, i have made it better
MAJOR BUG: If you choose the left cave, the game remains stuck in cutscene mode (haven't tried the others yet).
Hmm, this happens on rare occasions, as it worked for me, but i remember this bug. I made the trigger to wait for the region to contain dagar, i will make an override trigger
* Could you maybe add more music? Just a single loop gets boring very quickly. So true, i got it stuck on the Orc theme quiet a few times myself, i will see if i can set a music list somehow
Chapter Two:
* Set the Chieftain's ability hotkey to something other than S, it's going to cause problems.
* Also, you should use the other Avatar spell sound: a troll yelling "For Khaz Modan!!" is quite jarring.
Ah, i reset the hotkey but not the tooltip. The khazmodan is embedded in the art, i chose to keep it for that reason. But you're right it is annoying me too, maybe i'll find another model.
By the way, I assure you I find this campaign very enjoyable and challenging so far (okay, some parts aren't challenging so much as COMPUTER HATES PLAYER, but...), it's just all these things drag it down. Fix them and this campaign will surely become one of the better ones out there!
I'm glad that you like it! I have been working on another project for a while, but these reviews make me want to properly finish the maps!
Overall rating
On a scale of 1 to 200 (based on how I'd normally review a cinematic of this type)
Changes were made, fog and the screens were quite helpfull. Will review the bulk of the text to fix some mistakes
187
That's a great score. I liked this cinematic, but the grammar was overwhelmingly annoying. You could easily get a 197 with grammar fixes.
Likes and Dislikes
LikesOpening cinematic was nice.
The terrain wasn't flat.
Dislikes
The cinematic with the felguard got me killed, it should pause all units other than the felguard, because I was going to attack a furblog then cinematic popped up.
You can now press escape in small cinematics, using a new system
What was the purpose of the voodoo lounge...?
Valid point, added more items, and a better bonus.
Lots of grammar mistakes... again. I suggest going here
For the record, trolls don't say " man " they say " 'mon "
I chose "man", because for me this sound would make more sense to me (mon means nothing..), but from an american english perspective I guess you're totally right. I consider changing it, but that would require changing all cinematics in the campaign which could be a real pain.. Might do that later
No place to heal or regain health...so if the creeps don't drop runes of healing, then you're screwed like I was.
Valid point, changes made
In the secret potion tooltip it says "...renders unit undetectable unless detected..." 1) if it's undetectable then how would it be detected? 2) that's just common sense...
This part is just from the blizzard tooltip, but it is strange. Changes made.
Overall rating
On a scale of 1 to 200 (based on how I'd normally review a map of this type)
169
This map seems like it was quickly thrown together outside of the terraining and cinematics. Needs some serious improvements. Quality over Quantity my friend.
I agree, i started this map with the terrain and then proceded with the rest, this has been a pain in all attempts to save it.. I am currently working on a major revision of the map, using some idea's from chapter 5. I think it will improve a lot, although the amount of triggers will be doubled. Thanks for the critical review, it got me motivated to make some big changes to this map.
I could not even finish this map because the problems were too much for me, I got probably half way, but I feel safe to assume it was only downhill from there.
* Statue: Direction...? I'm referring to the two giant statues standing at the entrance to the ruins, the one time Dagar made a comment it was along the lines of "These must be the ruins".
I'm afraid I don't quite understand the question.. I think this is the answer you want: Depending on the cave that you take at the end of chapter one, you will arrive via different sides at these statues. If you chose the right or centre path you will enter this part from the south. But if you chose the (harder) left path then you will enter this area from the spider-gate cave. I made a trigger that turns off the comment once you enter a region near the spider cave, and the trigger that sets the comment is centered on the bridge and not on the "normal" path from the right side (near the shallow water), I will simply "move" this region. (Wow long answer, for a simple question sorry..)
* Treasure room: But... The operation room and treasure room are one and the same then. And either of the doors can be destroyed. Or is setting off those four trapdoors required to operate the elevators leading to the treasure?
Aha! I misread your question, sorry. No, it's in the far SW corner of the map, you have to play through a lot of dungeon to get there.. i made a camera move but it was annoying, i could add a minimap ping.
I'm brushing up map 1, but i think i need to test the new features (i changed quite a bit) So i might get to map 3 late tonight. If you are really bored you could play chapter 5 and 6 as each map starts with a new hero. Map 4 might be hard without the powerups from the dungeons but it is strategy oriented.
Your work looks promising, good storyline and mission-planning, but it also requires some work:
It's good to see someone actually uploading an entire campaign and not just one or two maps. There's a few things I ran into that were either bugs or confusing:
Chapter 1:
-When you are assigned the Furbolg quest, it pings an island that is to the southeast. However it is unreachable. I killed the Furbolg chieftains and turned in that portion of the quest but it said I still had to go to the island. I crossed an ice bridge that led to the Tuskarrs and it said that I should complete the Furbolg quest before going further. I'm really not sure what this meant seeing as how there is now way to get to that island. I ignored it and went southwest to the other troll encampment.
The furbolg pings are supposed to be on the first and second island only (the southeast is the minigame). Maybe I screwed up in the trigger somewhere or you already killed a furbolg champion (i'm afraid the trigger would not recognize the location of the unit if it's dead) I'll replace the locations by regions. Note that if you were able to cross the icy bridge you must have completed the furbolg quest requirement. I believe that the quest is fully completed once you build a Lodge.. I understand the confusion and will try to make it clearer.
-When you defeat the Furbolg chieftain, are they supposed to become allies? If so, You might want to give them shared vision and fix some settings with their status with the demons. It looks as though they are allied with both the player and the demons. They send a party the follows my group and their spell caster was healing the demon units. This was very annoying as I kept having to kill the Tuskarr healers so they wouldn't do that. The other units they send just stand around, they don't attack the demons.
That's a funny bug.. In the old version you needed to kill the Warlock first, but I changed that.. I thought the tuskarr would be harmless afterwards.. I guess I was wrong. I didn't really think of the option of having the Tuskarr as an ally, but I really like this idea. Consider it changed!
-Off the top of my head, that's all I can think of for this chapter.
Chapter 2:
-seems fine from what I went through it. I liked the siege idea.
Chapter 3:
-I cannot complete this chapter. Anytime you try to go back under the ground to the caves where you start out in the mission, it takes you either back the chapter selection screen in the campaign or the main menu of the game.
-I had started on the left entrance that I chose in chapter one, and worked my way all through the upper hills to the point where it would go back down to the part of the cave you could access if you chose the middle path. It went back to the main screen.
-I tried the same thing this time choosing the center path and working my way to the other side where you would access if you had chosen the left path. Again same thing. Trying to go back into the caves causes the game to go to the main screen.
Aha, so some caves DID work? But once you tried to access the connection between the middle cave and the mountains the game froze? I'm still very much in the dark regarding this bug.. I will look into this now.
-I'd like to give a review of the other chapters, but I can't access them. I don't want to select them in the main screen because none of the data would save like items, stats, abilities, etc. from the previous chapters.
-I do want to suggest that the chapters not all be accessible in the chapter selection screen before even playing the campaign. You might want to do it how Blizzard did it for their campaigns, only have new chapters showing once you've completed the previous ones.
I've made the chapters accessible because I suspected some bugs would screw up the progress a little. I'm surprised that a lot of people are so patient and want to play all the maps in the right order (Kudo's!). The system like blizzard is already in place, I just need to tick the "invisible box" in the campaign editor and it's done. I will change it when the cave trick is working for everybody..
I think that is all I can think of so far. Once the issue gets fixed with chapter 3, then I'll be able to continue a review. It looks like a promising campaign though.
And about the Tuskarr cinematic: why does the demon keep attacking that one Tuskarr? He is brutalizing the Tuskarr to get them under controllShort tempered guys these Warlocks...
How do I get to the last island? I tried random destination a few times, but nothing happened. If you mean the NE island: You have a 25% chance to get there each try. There are no other secret locations (except for the switch which requires another method (it's also a bigger secret that doesn't need solving but is awesome if you do) You might get it after playing chapter 5..
About the upgrades: I mean remove the ones you can't reach (for example, upgrading to Arctic Ancestry is impossible since you can't build a Beastiary).
I guess you're right. Removing excess upgrades.
The troll village lounge refuses to sell you items.Is this after you complete the secret ingredient quest?
Other problem: The game takes longer and longer to save each time, the last time I played a map with that problem, it ended up crashing the game. Please fix as well. Whoa, I appreciate the trust, but I guess this might be beyond my skill.. Does this problem occur in every map, or just chapter one? I suspect this might be related to leaks left in the cinematic triggers (i stopped destroying sounds when i got bugs because of it, and at certain cinematics i'm too lazy to clean every group or location.) I'll take a look if i can find something.
@ worstcase: I accidently overlooked your reply.. Sorry. I put a huge wall of text below in reply to your comments.
First of all, i'm glad you liked the campaign so far. Your review covers some of the area's that I've been trying to fix over these last few days (and probably the days to come). I realize that I released this campaign a bit rough, but after a long path starting as a total newbie I'd nearly given up hope of releasing this at all. A lot of the things you mention below have resulted from me finding it extremely boring to redo work that i'd already done twice (The main goal is to have some fun making the campaign!). As a consequence, many of these older abilities were done with the best knowledge at hand at the time. I've redone a lót of the triggering and terraining, but I always had to pay the price for doodad-spamming, inefficient map layout, adding AI at the last minute, rushing a cinematic etc. So in a final run, I'm going to rewrite the majority of annoyances/bugs/abilities a last time and that will be it
I'm currently running through the cinematics, brushing up the dialog a little, fixing grammar and trying to improve the dialog a little. In retrospect I guess it's a good idea to plan the dialog/cinematic in a word file. (Hot tip for new campaigners!) I experimented with the cinematic boxes extending scentences a bit, the result is a bit messy, I agree. The voice clips were an experiment too, which failed and I abandoned it later. One of the most difficult things to do is admitting you were wrong and throwing all that garbage work in the wind.. I'm mildy reducing the most annoying parts.
I was planning on rewriting the tribalism trigger anyway, and i've come up with a far more refined way to do this. The bash ability was something I randomly put in early on. I kept it because it allows for a mass-trapper strategy, but I guess you're totally right. It's broken (the siege chapter may prove that). I may replace it with something else.
Ok, the tooltips can be better. I tried to solve this by adding comments in the maps, but I guess I forgot the most obvious. I'll do a sweep.
I noticed the Warlocks ability too, while testing something yesterday. I copied an old trigger-folder into the demon maps. The loop was never turned on, so yeah, then you can wait all you want. The snowball art is the result of an older version. I only redid the trigger to fit the initial idea.
Yes, the AI has been really hard to balance. In the coming update I redid the AI for the meltdown and Necropolis levels, (for some reason the defending AI would attack with everything anyways even though it wasn't supposed to). And these levels will feature an easy and a hard mode. The first level has been redone to be medium hard in this first update already.
The circles of power in Chapter 5 dó work, but maybe I wasn't really clear on that. I didn't make it as simple as: choose between Warcry or Snowball. You may also cast item abilities, Snowmaker abilities and other tricks, also at places without a circle. As a result the level is really easy if you complete all the mini-puzzles but very hard if you don't. I could send you some of the solutions, as i'm afraid they're too spoilerish to be placed here.
I may have added some events to the final level that may mess with the freeze/unfreeze trigger, i will redo that in the coming update. The save/load system in chapter three has now been fixed. I gather that the cave transistions did work for you aswell, so people reporting problems may have to look at an external cause..
All in all, you can expect a massive update of the campaign (probably will take me a while..) where i try to rid this campaign of it's 'roughness'.
@cleaving hammer:
Yes, initially the polarbear was supposed to be the third beast. I was planning on making a naval battle map. But the mounting system I created was not compatible with the "walk-swim" animation (the troll would float in the air above the water).