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Battle of Darrowshire

190487-bc59532d93ae90ada1861965573b7e4a.jpg

BATTLE OF DARROWSHIRE

"And your spirits once again may be at rest in Darrowshire…"

OVERVIEW

"A survival defense map sharpened for the effective management of limited resources and control of various units.
Thanks to Blizzard Entertainment for their mini-campaign for Zeratul in Starcraft 2: Wings of Liberty, where we must hold back the onslaught of the dark forces as long as possible, realizing that we have already lost this battle anyway."

STORY

"When the Scourging of Lordaeron began and the undead armies of the Lich King proceeded to sweep across the Kingdom of Lordaeron, the village of Darrowshire became cut off from the remainder of the forces of the Alliance of Lordaeron. As it became further threatened by the arrival of Scourge forces, a unified defense force was established to protect the settlement and its inhabitants. This force was a combination of Lordaeron troops, paladins of the Silver Hand, and a thrown-together group of militia led by Captain Joseph Redpath.

Although Darrowshire's defenders were successful in repelling major undead attacks, and even slaying one of their leaders in the form of the ghoul lord Horgus, the tables turned on them when, during the battle, Captain Redpath's spirit was torn loose from his body by the death knight Marduk the Black. Having had his spirit twisted and corrupted by the death knight's black magics, Redpath spread his taint to the other humans. The defenders, now under the sway of the Scourge, turned on Darrowshire and promptly slaughtered all of its residents.

In the wake of the battle, the remaining Scourge forces and the corrupted defenders left the ruined village behind and pressed on to continue to ravage the once-mighty kingdom, adding to the Scourge's assault on the living…"


FEATURES

EXPANDING THIRD WAR
That map is beginning of the project, that tells you about Human desperate battles against Scourge.
Relive memories of Darrowshire and feel the sorrow of this tragedy…


SHAPE YOUR GAME
Every game you'll see different undead enemies from the pool.
In every game, you can choose suitable difficulty.
And every game you can choose a bonus too!


DESPERATE FIGHT
The Scourge war machine is on the march - you can try to hold it, but how much?

ENSCRIPT EVERY MAN
You need to count your forces to make the best army.
You need to manage your heroes because with every death in your army - a new soldier in Scourge's.
You need to manage your resources because no one can help you.


BE BEST
Map will account for your "score" at the end, so you can see how much Darrowshire lived under Your command.


MEDIA

MODEL CREDITS
ICON CREDITS
MISCELLANEOUS CREDITS
KNOWN ISSUES
  • Blizzard Entertainment;
  • Blizzard Entertainment;
  • Damage Engine by Bribe
  • Click & Move LUA by Antares;
  • Total Initialization by Bribe;
  • Frame Loader by Bribe;
  • To be reported

WALKTHROUGH



CHANGELOG
  • Map was released;
CHANGES
  • Added minor SFX when player picks difficulty or bonus;
  • Changed starting resources: now the player starts with 1485 gold and 800 lumber, not with 2000 gold and lumber;
  • Added a buildable barricade for peasants and engineers - construct it to block paths and force the enemy to destroy them. Note that peasants can be hired in Town Hall and Supportive Blindage;
  • Increased overall speed of ending cinematic, so the game would finish faster;
BUG FIXES
  • Fixed a "Plunder Supplies" bonus - now the player shouldn't receive a negative food limit and properly increasing it up to 80. Also a bonus was modified - player received an additional 500 gold and 300 lumber;
  • Fixed a bug with enemy heroes - now they shouldn't attack something far from the main front and focus on nearest their enemies;
  • Fixed some minor translation bugs.
  • Skipped!
  • Skipped!

NEW CONTENT

  • Added a new hero - Davil Lightfire, a Silver Hand paladin from Darrowshire. He bravely fought against Scourge, but Horgus the Ravager killed him in cruelty. Use his skills to smash Scourge heads and heal your allies;
  • Added 5+ events, that will diversify your game. Help refugees, fight against evil spirits, or try to resist a dark voice inside of your head;
  • Added new enemies, such as Abomination or new enemy Hero - necromancer Vectus;
  • Added new difficulty - Brutal. Only for those who think that Hard is easy for them;
  • Added new trainable unit - Priest. Supplying unit, he can help you in that hopeless battle. Also, upgrades in the Armory included. And personal selective bonus for them, too;
  • Added an option to skip bonus choosing, leaving you without them. If you want;
  • Changed some hero spells for the player & Scourge heroes. For example, Redpath can promote any low-tier melee unit to the next tier by using his new spell "Promotion". Ready for action!

BALANCE

  • Reduced timer, that used to unlock Zombie UT spawn, but increased Ghoul instead;
  • Now picked difficulty changes a respawn timers for enemy Scourge & Corrupted Alliance heroes;
  • Now all enemy units shouldn't give you any bounty;
  • Your villager units now can hide in Town Hall;
  • Changed the position of upper-left Supplying Blindage to more south;
  • Increased spawn timers for Zombie, Skeleton, Ghoul, and Elites UT on all difficulties;
  • Reduced enemy spawn limit, so all enemies would be less encountered;
  • 2 spells of Magician have been replaced with new ones: "Heal" -> "Slowing Reflexes"; "Dispel" -> "Conjure Magical Gem";
  • Now Skeleton Knights will receive new undead-themed auras when entering a map;
  • Now all magic & hero units of Scourge will cast "Gift of the Decay" after their death, creating a blight circle around and spawning some corpses;
  • Now spell "Call of the Dead" raises appropriate unit from corpses;

MISCELLANEOUS

  • Added a new GFX near Darrowshire Barn, used only in 1 event;
  • Added some trees near the upper-left Tent camp;
  • Deleted some barricades near the middle Tent camp;
  • Moved barricades near right-bottom tower;
  • Minor spells text corrections.

BALANCE & FIXES

  • Fixed some minor translation problems in items & spells;
  • Now choosing difficulty changes a Scourge Army Update timer, so higher difficulty - faster powerup;
  • Also, some Scourge enemies unlock new abilities after 5, or 10 minutes of survival;
  • Now skeleton enemy "Reincarnated Soldier" creates a special ghost enemy after his death;
  • Now "Scourge Champions" became more powerful, receiving their proper abilities & stats;
  • Now Scourgestone rarely summons large skeletons and receives new models & animations;
  • Now Capitan from "Corrupted Alliance Squad" could drop some new items for heroes;
  • All units from "Corrupted Alliance Squad" received their proper abilities;
  • Minor fixes in the game overall.

NEW CONTENT

  • Added a Scourge Almanac - notes about all encountered Scourge enemies in that map session. You can read brief features about any spawnable undead unit or hero! Doesn't include event enemies. Your corrupted heroes also have their entities;
  • Scourge received brand new 2 enemy types - Ghosts and Cultists. Ghosts can pass through any unit in game and can be pass through. Cultist can sacrifice nearby undead units to buff other undead allies, increasing their attack speed;
  • Add 1 new event - "Nature Blessings": sometimes trees could transform into 1 of 3 different plagued treants, helping Scourge to pass through your defenses. Even nature on the enemy side, can you survive?;
  • Re-mastered hero spells: Captain Redpath now could use "Call to Arms", spawning an empowered militia near the target building, Davil Crokford could burn enemy undead into ashes, spawning holy fire. Bonus Heroes received smaller, cosmetical changes. But not only you received updates! Maniacal Horgus, Graveseeker Marduk, or Freezing Vectus? Light, help us;

MISCELLANEOUS

  • Add support for the "Combined Camera Slider" system, removing the previous "-zoom" text command;
  • Now players channel spell use the "Castbar System". It doesn't affect most of Scourge casters;
  • Added a HeroGlow to all heroes & units, that needed it;
  • Now player can see where the killed undead hero will respawn for a fight and which level of it;
  • Now player receives a message of selected difficulty when he selects it;
  • Now player receive warning when Scourge unlocks new abilities for their units;
  • Tweaked multi-board: added new lines about ghost and cultist enemy types, added a "Total Kill" count to multi-board;
  • Now neutral animals have the "Locust" ability effect;
  • All Darrowshire villagers moved closer to Darrowshire town center, allowing players to send them into Town Hall faster;
  • Small changes in decorations - added some trees, deleted most of the barrels & barricades;
  • Little translation fixes;
  • Now spawning undead receives proper spawn effect;
  • Changed "Priest" unit name to "High Elf Priest";
  • Changed "Paladin" bonus unit name to "Silverhand Paladin";
  • Fixed zombie names - no more "Cadavre", only "Cadaver";
  • Changed voices of next units: Militia, Warrior, Footman, Silverhand Paladin;
  • Changed next bonus nameplates: "Imbued Masonry" - "Bet on Masonry", "Bet of Riflemans" - "Bet on Riflemans";

BALANCE

  • All in-game heroes now have only 3 abilities;
  • Now all events have their "random priority" - some of them will encountered frequently than others;
  • Reduced amount of starting resources - Darrowshire storage now holds 1355 gold and 200 lumber;
  • Reduced player unit costs by 30-50% percent for each hireable unit type;
  • Deleted Scourge attack & armor upgrades from all units and increased timers of unlocking their new caster spells;
  • Deleted player attack & armor upgrades from all units;
  • Tweaked armor type of most units: Skeletons received "Small" armor type, Zombies, Ghosts & Cultists received "Unarmored" armor type, and Ghouls received "Medium" armor type. Most of the event units remain unchanged;
  • Replaced barrels and barricade decorations with buildable "Barricade", that have spikes. "Supportive Blindage" also received spikes;
  • All player buildings (except barricade) have a "Magical Eye" ability, allowing them to see invisible enemies;
  • Now invisible shadows from the "Shadow Apparations" event die after the event ends;
  • Now shadows spawn zone in the "Shadow Apparations" event moved from Darrowshire;
  • Now zombie-like "Possessed Body" enemy dies after the "Dark Whisper" event ends;
  • Now rats from the "Infested Barn" event die after the event ends. That doesn't affect suspicious crates;
  • Now Scourgestone lesser skeleton spawn rate is tweaking with each summoned lesser skeleton unit;
  • Now all Scourgestones shouldn't spawn near Darrowshire, instead spawning behind the defense line;
  • Deleted "Brutal" difficulty and re-done handicap effects for other 3 difficulties;
  • Silverhand Paladins received the "Burn Corpse" spell as 4 spells;
  • Now all event enemy units are counted as "Summoned";
  • Reduced timers of "historical events": "Horgus Arrives", "Redpath Falling", "Vectus Calling";
  • Now Scourge forces should properly attack Darrowshire without their units returning to spawn positions;

FIXES

  • Fixed an issue, when the "Dark Whisper" event could convert your buildings, villagers, and paladins;
  • Fixed issue with pathing near town hall;
  • Fixed issue with unpathable critters;
  • Fixed issue with events after defeat - now they shouldn't fire when the player accounts for his score;
  • Fixed issue with hero respawns after defeat - now the player shouldn't see respawn timers when his score is accounting.

NEW CONTENT

  • New feature - "Re-Run": when a player suffers defeat from Scourge forces, the game will offer him a restart, but with some bonuses for him like increased unit's attack/armor or increased food limit up to 170. In the "Re-Run" game everything will return to the pre-battle state, but your main & bonus heroes will save their level from the last battle. Also, all of your units receive attack and armor upgrades each "re-run";
  • To determine how many you've re-runed, you can look into multi-board and see the new label "Map Re-Runs". Also each "Re-Run" will show the current map leap;
  • You can pick the difficulty and bonus you want to use in this map leap;
  • Scourge unit types will be randomized each map re-run.
BALANCE
  • Increased starting resources to 1500 gold / 500 lumber;
  • Increased starting food limit from 65 to 70, but now all buildings except Barricade consume 1 food;
  • Add 1 tent in the northeast camp, increasing the overall available unit hire amount;
  • Added upgrades to all Darrowshire units, including heroes & buildings, which increases by "re-run" feature;
  • Due to the addition of the "re-run" feature, the bonus "Empty the Supplies" was deleted;
  • All upgrades in Armory now require strictly 15 seconds to learn, instead of 35/45 or whatever seconds;
  • Decreased costs to "Improved Masonry" upgrade in Town Hall to 120/120 - 140/170 - 160/220 gold/lumber required each level;
  • Crates became invulnerable, but their item drops now spawn near the northwest tower;
  • All consumable/charged items now stack;
  • Rewards from events were remade - now the player doesn't receive random items, but instead receives additional gold/lumber resources and/or special militia unit;
  • "Fleeing Peasants" Event: now saved militias don't use food;
  • Changed attack type of "Magicians" to "Hero" and increased their attack value in cost of reduced attack speed;
  • Increased attack range of "Magicians", but decreased attack range of "High Elf Priests";
  • Scourge Heroes & Elite units now spawn blight circles with less radius than before;
  • Maked Horgus the Ravager fill 50% weaker than before;
  • Maked Marduk Blackpool fill 20% weaker than before;
  • Maked Vectus fill 25% stronger than before;
  • Corrupted Darrowshire Heroes now have 20% less HP than before;
  • Marduk "Deathcoil Volley" now can hit buildings;
  • Evil Redpath "Death & Decay" now spawns an invulnerable evil eye, that quickly attacks nearby units for Redpath spell cast time;
  • Now all Cultists, including Grim Caster & Necromancer-Adept, now marked as "Cultist", not undead;
  • Reduced experience rate for Darrowshire players by 50% due to implementing the "Re-Run" feature;

BUG FIXES

  • Now starting cinematic could be properly skipped;
  • Decreased score accounting cinematic time by 20-25%;
  • Removed blight across the map when Scourge is advancing due to some errors;
  • Fixed minor text issues, that I found across map texts;
  • Fixed an issue when Scourge stacked near destroyed Town Hall, even when some of the player units remained alive;
  • Fixed an issue when Splintered Skeleton didn't spawn with his twin brother;
  • Fixed an issue when Reanimated Soldier doesn't spawn Frenzied Ghost on his death;
  • Fixed an intentioned feature when Redpath could recruit Emergency Militia from Suspicious Crates or Summoning Stone.
BUG FIXES
  • Fixed minor issues across the whole map;
  • Fixed an issue, which occurred with the food limit;
  • Fixed an issue, which occurred with the remaining yet unfunctional scourge summoning stone after map re-run;
  • Now suspicious crates should be deleted after the map re-run.

SMALL CHANGES

  • Final content update for this map, from now support of "Battle of Darrowshire" comes into passive mode;
  • Added 1 new event - "Necrolite Ritual", which spawns additional zombie-type enemies across Darrowshire outskirts and local graveyards, beware!
  • Added 1 new bonus - "Bet on Resources", which restricts your hero maximum levels, however, gives dozen of resources and additional food;
  • Slightly re-worked next hero abilities:
    • "Call to Arms" Redpath (Q) - Now summons a militia near the caster, not from the target building;
    • "Emergency Promotion" Redpath (W) - Now AOE, instantly affects all player units by the next rule: if the unit is melee, it will be upgraded to a higher tier, if not - healed by a small amount;
  • Removed "Combined Camera Slider" System;

BUG FIXES

  • Minor fixes across the whole map;
  • Fixing some difficult texts - now they will be easier to understand.
This update is metaphorically called "Remastered", as I tried to explain the map sequel - "Darrowshire: Dawn of Infinite".

NEW FEATURES

  • Added new flavor lore to ensure "connection" towards upcoming map sequel - "Darrowshire: Dawn of Infinite";
  • Updated Scourge Evil Heroes:
    • Now Vectus can raise invulnerable undead from nearby corpses, like "Animate Dead" ultimate;
    • Now Kelen can heal nearby allies and instantly restore their HP & Mana;
    • Now Modi can use Avatar to temporarily improve himself;
  • Minor balance tweaks across all player units;
  • Tweaked Captain Redpath player hero spells:
    • Now "Emergency Promotion" affects your peasant units and "Call to Arms" summoned militia;
    • Tweaked some hero SFX;
  • Tweaked Davil Crokford hero spells: changed some SFX;

BUG FIXES

  • Fixed a lot of typos across all map texts, removed badly machine-translated texts whenever I found them bad;
  • Fixed starting cinematic - now you can skip it properly and during skip, the screen fades out immediately;
  • Fixed Darrowshire Armory upgrades layout - now they have the same hotkeys (Q, A) and are properly laid under each other;
  • Fixed typos in player "Darrowshire Multiboard";
  • Now the difficulty in players "Darrowshire Multiboard" have different text colors, matching selected difficulty;
  • Minor fixes across event triggers.

PUBLICATION CHANGES

  • Changed map name from "Battle of Darrowshire v1.10" to "Battle of Darrowshire: Remastered"
  • Minor text corrections across map description and map update description texts.

SMALL TWEAKS

  • Tweaked models for in-game units, mostly changing Scourge enemy units;
  • Now the map is translated from JASS to LUA, possibly increasing stability and smoothing the gameplay experience;
  • Minor balance tweaks across the map.

BUG FIXES

  • Tweaked models for in-game units again, mostly changing enemy presentation: different ghouls, 6-ledged crypt fiend, and more;
  • Fixed a strange cost-related bug that occurred in the latest Warcraft 3 Reforged version.
  • Fixed possible bugs due newly added unit portrait field.

I'd appreciate any bug reports, suggestions, and tips!
Contents

Battle of Darrowshire: Remastered (Map)

Reviews
deepstrasz
I think the Paladin units could be a bit more differentiated from the Paladin hero since they pretty much have the same abilities. Redpath has two spells called Hero Strike. Marduk Blackpool's multiboard image is a green square. Units don't start with...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,249
Why do units have the build menu if it's not used for anything? Also, the peasant's hotkey to turn Militia is B like for the build menu command.
Good Latin.
So, you don't get any more gold after the battle starts? How do you train more or upgrade?
Enemy encounters are repetitive and your unit types are limited to what you choose in the beginning.
Units and heroes are pretty much Warcraft III material.
No items? Mana regeneration?
Marduk appeared and remained at the northern map edge instead of coming to attack like the other enemies. You have to go to him to kill him. Same with Horgus.

I think the map could use more custom stuff. Feels too old school.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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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.
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Paillan
Alexen
eubz
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Level 30
Joined
Jun 11, 2017
Messages
996
Why do units have the build menu if it's not used for anything? Also, the peasant's hotkey to turn Militia is B like for the build menu command.
Good Latin.
So, you don't get any more gold after the battle starts? How do you train more or upgrade?
Enemy encounters are repetitive and your unit types are limited to what you choose in the beginning.
Units and heroes are pretty much Warcraft III material.
No items? Mana regeneration?
Marduk appeared and remained at the northern map edge instead of coming to attack like the other enemies. You have to go to him to kill him. Same with Horgus.

I think the map could use more custom stuff. Feels too old school.

Awaiting Update.


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:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
  • About build menu - it's a common bug when you use a "Gargoyle" or "Sphinx" spell with building unit. I'll try to correct it!
  • Thanks!
  • Idea of map was inspired by Zeratul last mission in WOTL SC2. You're an small villiage with limited resources and all of your active males are defending their families from undead. How you can recieve new resources? Only find out crates with some gold & lumber;
  • Currently enemy types are limited (only 5 types for common and 2-3 for elites), but in next updates they will diversify with events;
  • I tried to use only classic material without any imports;
  • I typed upper why - lore wisely, but in next update hero spell costs will be reduced;
  • It's a bug - fix it;
  • In that map I dont want use any custom models, textures that could be "appropriate". Currently I use only some WoW icons and Heroglow model as custom resources.
Anyway, thank you for your review!
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,249
I think the Paladin units could be a bit more differentiated from the Paladin hero since they pretty much have the same abilities.
Redpath has two spells called Hero Strike.
Marduk Blackpool's multiboard image is a green square.
Units don't start with full mana.
Um, your units turn to zombies? Can you dodge that? Losing Paladins that way isn't fun.

Nice update.

Approved.
 
Level 30
Joined
Jun 11, 2017
Messages
996
I think the Paladin units could be a bit more differentiated from the Paladin hero since they pretty much have the same abilities.
Redpath has two spells called Hero Strike.
Marduk Blackpool's multiboard image is a green square.
Units don't start with full mana.
Um, your units turn to zombies? Can you dodge that? Losing Paladins that way isn't fun.

Nice update.

Approved.
Thank you for your review!
  • I agree with you - they were unique in previous versions, because player has only 1 main hero in game. Right now they have same abilities as Davil Lightfire, and I think that I'll change it in next version;
  • Strange - I'll fix it;
  • Some strange with him occurs: sometimes his icon properly displays in both REF & Classic graphics, sometimes not;
  • Balance issue - I'll check it;
  • When "Dark Voice" event occurs, some of your units will lose will and transmorphs into mindless creatures, so it's pure RNG. But yeah - paladins and other elite units should have resisit those whispers.
 
Level 30
Joined
Jun 11, 2017
Messages
996
It seems that v1.07 will have some new content, like:
  • 2 new undead enemy types with 5 different variants in each. Also variety of other undead types were increased by 20-25%;
  • Scourge Hero Spell changes - Maniac Xorgus, feasting upon his victims or damned Redpath, controlling his will-binded zombies;
  • When Scourge Hero dies, his respawn point will be strictly selected & from now player could see where hero will respawn;
  • Also some changes to Darrowshire Hero Spells - Davil now AOE-ladin, Redpath will became "Unit Commander" & changes to bonus heroes;
That's all that I want to share about new content in v1.07!
More you can see it by playing it when version will be released.

Stay tuned, good luck.


The Nightmare Book
17.10.2021
 
Level 30
Joined
Jun 11, 2017
Messages
996
Update:
Fixed typos in main resource text, added new walkthrough (by myself, why not), and fixed anchors.


PS:
Map will indeed have a future, as I decided to develop its enhanced version for the upcoming (?) Maporino 2024. Here's teaser I can share with you.
_8df38228-1d30-4497-a007-e685a42f45ad-transformed.jpeg

yes its an AI-generated loading screen, because why not?
 
Level 30
Joined
Jun 11, 2017
Messages
996
2000+ downloads!
I didn't know that this map would have such attention, but thank you for that! In case of that, "Battle of Darrowshire" will be officially continued in new project called - "Darrowshire: Dawn of Infinite".
More stories about that I'll uncover this month, so stay tuned!

1704133744384.png
 
Level 7
Joined
Jul 27, 2020
Messages
47
In Quests(f9) and in Battle of darrowshire the language is not english not sure what it is
EDIT: is it actually latin? but why am i missing something?

Anyway fun little map
also i noticed the milita animations are bugged out they will stop halfway and they dont seem have any idle animation either never seen anything like this
 
Last edited:
Level 30
Joined
Jun 11, 2017
Messages
996
In Quests(f9) and in Battle of darrowshire the language is not english not sure what it is
EDIT: is it actually latin? but why am i missing something?

Anyway fun little map
also i noticed the milita animations are bugged out they will stop halfway and they dont seem have any idle animation either never seen anything like this
First of all - thank you for your humble review!
  • Latin text is a common text placeholder, that is often used for such a task before placing an actual one. For "Battle of Darrowshire", I never thought of changing something from this Latin text.
  • Yes, somehow bandit unit model is bugged both on Reforged and Classic graphics. And I don't know why.
Thank you for your review!
 
Level 14
Joined
Mar 4, 2014
Messages
257
~~Sup

I played on the latest version of Shitforged, with classic graphics, here are my thoughts.

Cute lil defense/survival map u got here, I did enjoy the gameplay even tho it gets pretty repetitive quite fast, also there is no winning scenario so the game keeps on going forever, usually that wouldn't be bad for a survival game if the game had some sort of achievements to it that rewards the player for surviving x amount of minutes, but in this case there is none.

One significant issue I noticed while replaying the map for additional tests is that in one of my longest games, my heroes kept leveling alongside the enemy undead heroes, I got to lvl 30 with 2 of them, hence why it was such a long game to begin with, heroes with such a high lvl were pretty much unkillable at that point.

da.png
On Normal Mode, I could have continued, but I became bored. I played for nearly an hour and eventually allowed myself to be defeated.

However, after playing some more games, it appeared that they stopped leveling past level 5 for some reason. This seems strange to me. It might be a bug. If it's not a bug then I highly suggest removing any level cap on heroes, as having one is pretty dull and makes the gameplay super boring and just not fun, lvl caps in any game are always a bad idea!


~Positives

1. I enjoyed the undead bosses; they were quite cool. It was also nice that they leveled up over time. I found it interesting how some of the allied heroes could defect and become undead heroes themselves, fighting alongside the enemies.

~Small thing here but very fancy, it would be cool if each undead hero had their own short and unique catchphrase lines when they revive, for example:
They don't have to say these necessarily every time they revive, but it would be cool to hear them say them from time to time.

Horgus:

"Brains and bones, here I come!"
"One down, one more to munch on! Get ready for a ghastly feast!" (after Redpath dies)
"Back for more! Your screams only fuel my hunger!"

Marduk:

"One soul down, one to go. Your despair only fuels my darkness!"
"One soul claimed... now I shall extinguish the rest. Your demise is but a step in my endless conquest!"
"One soul devoured, and now my blade thirsts for the rest. Surrender, or be consumed by my dark hunger!"

Redpath the Corrupted:

"Once a defender of the light, now a harbinger of darkness. Your end is at hand!"
"Friendship is but a fading memory. Prepare to fall by the hand of your former ally!"
"Old friend, your loyalty is a weakness I no longer share. Now, you will perish by the hands you once trusted."

Vectus:

"Your futile resistance only delays the inevitable. Witness the true power of necromancy!"
"From frost and darkness, I return to freeze and conquer your fate!"
"Resurrected in frost and necromancy, I’ll chill your bones and claim your souls!"





2. I enjoyed the recurring events such as the caravan passing through and refugees seeking shelter from other towns.

3. Can I just say that Davil is the man?! The true uncorrupted Giga Chad Davil! :ogre_datass:

Without his healing spell, everyone would die very quickly! I appreciate how affordable his spells are, and he also has decent mana regeneration. This is quite a rare and valuable thing you got here. Many map makers overlook the fact that playing a War3 custom map with heroes is not fun if those heroes can only use their spells a few times before running out of mana. That's just not enjoyable. They are heroes for a reason, so it's important to make their spells have a very low mana cost so they can be used frequently and have a bigger impact on the game.





My friend, The big picture of the game is there but it lacks a lot of key points that can help the game a lot, transforming it from a bland one to a masterpiece.

~Suggestiosns+Negatives

1. As I said previously, the game has a big issue, the lack of achievements, I suggest the following:

-For surviving on easy for 20 minutes the player gets a random bonus in the next game/loop.
-For surviving on Normal for 20 minutes the player gets a random bonus + one demi hero unit the next game/loop.
-For surviving on hard for 20 minutes the player gets two random bonuses + two demi hero units the next game/loop.

Then after that, you can add 1 extra reward after every extra 10 minutes of survival for every mode.

On top of that, you can add a specific unique reward item, the item is Called ~Crown of Infinity~. This crown is given to the player after surviving for at least 30 minutes in any game mode. When worn, the crown provides a +5 boost to all of the hero's stats. Furthermore, each successful rank quest accomplishment will add an extra +x stats to the crown.

The bonus will work like this, after getting the crown:

If a player survives for over 30 minutes during a game, the Crown evolves and grants a +6 bonus to all stats for the next game or loop. The player's progress is saved, so they start the next game with the evolved Crown. Also, a specific rank is needed to evolve the Crown.

After completing a game/loop with the crown surviving for 30 minutes, the player will be rewarded with the Recruit Rank, and gain the evolved crown with +6 all stats.

And so forth, here are the timing and the ranks with the rewards:

  • Recruit
  • 30 minutes = Bronze Crown of Infinity [+6 all stats]
  • Enlisted
  • 35 minutes = Bronze Crown of Infinity II [+7 all stats]
  • Private
  • 40 minutes = Bronze Crown of Infinity III [+8 all stats]
  • Private First Class
  • 45 minutes = Bronze Crown of Infinity IV [+9 all stats]
  • Specialist
  • 50 minutes without losing any unit = Bronze Crown of Infinity V [+10 all stats]
  • Corporal
  • 55 minutes = Bronze Crown of Infinity VI [+11 all stats]
  • Lance Corporal
  • 1 hour on Normal Mode = Bronze Crown of Infinity VII [+12 all stats]

  • Sergeant
  • 1 hour and 15 minutes on Normal = Silver Crown of Infinity [+15 all stats]
  • Master Seargent
  • 1 hour and 30 minutes on Normal = Silver Crown of Infinity II [+17 all stats]
  • Sergeant Major
  • 1 hour without taking any dmg on towers = Silver Crown of Infinity III [+19 all stats]
  • Sergeant-Commander
  • 1 hour and 45 minutes on Normal = Silver Crown of Infinity IV [+21 all stats]
  • Second Lieutenant
  • 2 hours on Normal = Silver Crown of Infinity V [+23 all stats]
  • Lieutenant
  • 1 hour and 30 minutes on Hard Mode = Silver Crown of Infinity VI [+25 all stats]

  • Captain
  • Complete all quests under 1 hour = Golden Crown of Infinity [+30 all stats]
  • Major
  • 1 hour on Hard Mode without training extra units = Golden Crown of Infinity II [+33 all stats]
  • Lieutenant Colonel
  • Complete all quests under 30 minutes = Golden Crown of Infinity III [+36 all stats]
  • Colonel
  • 1 Hour on hard Mode without losing any units = Golden Crown of Infinity IV [+39 all stats]
  • Brigadier General
  • 2 hours on hard Mode = Golden Crown of Infinity V [+42 all stats]
  • Lieutenant General
  • 30 min. on hard without letting the Enemy Heroes reach the first Tower = Golden Crown of Infinity VI [+45 all stats]
  • General
  • 1 hour on hard without taking any dmg on units (except heroes) = Golden Crown of Infinity VII [+48 all stats]
  • Grand General
  • 30 minutes on hard mode without taking dmg on any Hero = Golden Crown of Infinity VIII [+51 all stats]
  • Field Marshal
  • 30 minutes on hard mode without taking any dmg on any building = Bronze Crown of Infinity IX [+54 all stats]

  • Supreme Marshal
  • 2 hours on Hard Mode without equipping any items (including the crown) = Golden Crown of Infinity X [+77 all stats]


All the ranks have to be completed in that exact order to get the next rank. For example, to get the Enlisted Rank you gotta have the Recruit rank first. So what do you think of my idea, neat ha :grin:




2. The second main issue with the game is the lack of income, there has to be a way the player can gather resources in some way, either getting gold from completing the events or quests or just from some gold mines deep in the forest.

Suggestion:

-Create quests where the player can go hunt creeps and undead mini-bosses in the forest to get gold and wood or free trapped units.

-Create gold mines in the forest that players can take over with peasants. The catch is that when a gold mine is taken over and starts producing gold, it triggers undead units to focus on the gold mine and attempt to destroy it. As a result, players have to be vigilant and defend the gold mine if they want to keep the gold flowing.:gg:



3. The main Loop gimmick is an interesting idea but I don't think it was well implemented, since you just have to die to loop the game and get + 1 dmg and armor for free each time no matter how bad you did in that run, seems flawed.

Now from my tests, I am not sure if the max is 3 loops or not since in my playthrough the game stopped looping after I died in the 3rd loop, either way, I suggest something like this, for a game to keep looping the player has to reach certain goals, also very important is that the player is informed of these goals somewhere in the corner of the screen or through a text or quest in f9, examples of goals:

-Kill 100 undead in total and each undead hero at least 5 times to unlock the first loop.
-kill 500 undead in total and each undead hero 20 times to unlock the second loop loop.

-Kill 1k undead in total and each undead hero 20 times that were once human heroes to unlock the third loop.
-kill 2k undead in total and complete 20 random events and 20 quests to unlock the fourth loop.

-Kill 1k undead in total and each undead hero 15 times on Normal mode to unlock the fifth loop.
-Kill 2k undead in total and each undead hero 20 times on hard mode to unlock the sixth loop.

And so on, you can come up with any random condition to keep the game looping, this can also be made like an RPG, where the progression can be saved, so the player can choose to start with the rewards of each loop after completing it once already so he doesn't have to repeat it each time he starts playing the map again.



4. I like how some enemy heroes have dialogue lines that relate to the defending human heroes but I wish there were a bit more lore bits there as well.

After the first boss, the ghoul pack leader, says his dialogue line to Davil, Davil could respond with his own: "Your twisted existence mocks the light, but even in the darkest night, the dawn will rise. Prepare to be cleansed by the righteous fury of the living!"

After the second boss comes and steals the soul of Redpath, Davil could say: "You may have claimed the soul of my dear friend, but the Light will exact vengeance upon your kind and the Lich King himself!"

After the Skeleton undead hero comes and says his line, Davil could say this: "Aah a spooky scary talking skeleton!" :xxd:

And so on, u get the gist. :wink:



5. Horgus the Pack leader has mana but never seems to use any spells compared to the other undead heroes who use spells.



6. The tents look too similar to random bandit buildings that normally don't do anything in most if not all custom maps and because of that most players, including myself, might simply ignore them and because of that we won't be able to train most units...

The main training building for your army should look more like a legit building and not like a doodad, so I suggest making the tents look bigger and cooler or simply changing their skins to a structure similar to a human barack.



7. Talking about the events, from what I saw there are only 3 events in the whole game, the caravan, the refugees, and that random obelisk that spawns skeletons, the problem is, for example, the refugees event doesn't have any impact on the game, what is the reason for saving them, what does the player get for saving them? Exactly! Nothing!

That is bad obviously, every event should have a reward if the player manages to complete the event objective, and a penalty if the player fails the event objective, in this case, if the player manages to save all the refugees and brings them to the main hall then for each of them the player gets 50 gold and 20 wood, that would make the event have a meaning and it will make things interesting, otherwise the player won't give two shits about saving the refugees, and for the penalty, for every refugee that dies, the undead army will send a wave of 5 to 10 undead peasants to attack the humans as punishment.

Now, the player not only has the incentive to help all refugees get safely to the town hall to gain resources from them, but they will also do so out of fear of being swarmed by a horde of undead peasants. That sounds like an epic event, don't you agree? :wink:


8. This goes hand in hand with the previous suggestion, I think the villagers should be able to be used for something to help with the defense of the town, you can implement an income tax where each villager pays 1 gold and 1 wood every 10 seconds for being alive and safe in the town.

You can also create a training ground where a villager can enter and after 1 minute come out as a random warrior, the male villager can become a random male warrior like a footman or a priest, and the female one can become a success or a battle maiden, and the kids...
The kids can become... The Elite Fearsome Slingshot Bullseye Rangers (An epic ranged unit with high as and long-range) you know since kinds are rarer than any other villager type they should be able to become a more op fighter:wink:




9. Peasants should be able to build more than just barricades, like tents and towers, fancier and more expensive towers, etc.



10. I would suggest a change in the game mechanic regarding Redpath's instant death when Marduk spawns. Instead of instant death, Marduk could initiate a ritual that takes about 10 seconds to complete. If Marduk isn't defeated within this time, Redpath will lose his soul and become an undead hero. This would make it fairer for players, rather than having one of the main heroes randomly die when Marduk spawns.


11. Events happen like once in a blue moon, there should be an event happening at least once every 5 minutes.


12. The consecration spell from Davil lingers on the ground permanently and causes some fps drops and it makes the gameplay pretty hard to look at.


13. After the final cutscene that tallies the kills for each monster, there should be a comprehensive list displayed with all the kills and the timer. This will allow players to see all their achievements in one place, presented as a big text list on the screen.






Well, that's about it with my thoughts, like I said the map has a tone of potential, like a silver fancy plate, currently is somewhat empty, it would look much more appealing if it had some delicious gourmet food on it as well won't you agree? :wink:


My rating for this map as it currently is would be an 𝓐 Tier (Great) with 80 out of 100 points.
 
Last edited:
Level 30
Joined
Jun 11, 2017
Messages
996
~~Sup

I played on the latest version of Shitforged, with classic graphics, here are my thoughts.

Cute lil defense/survival map u got here, I did enjoy the gameplay even tho it gets pretty repetitive quite fast, also there is no winning scenario so the game keeps on going forever, usually that wouldn't be bad for a survival game if the game had some sort of achievements to it that rewards the player for surviving x amount of minutes, but in this case there is none.

One significant issue I noticed while replaying the map for additional tests is that in one of my longest games, my heroes kept leveling alongside the enemy undead heroes, I got to lvl 30 with 2 of them, hence why it was such a long game to begin with, heroes with such a high lvl were pretty much unkillable at that point.

On Normal Mode, I could have continued, but I became bored. I played for nearly an hour and eventually allowed myself to be defeated.

However, after playing some more games, it appeared that they stopped leveling past level 5 for some reason. This seems strange to me. It might be a bug. If it's not a bug then I highly suggest removing any level cap on heroes, as having one is pretty dull and makes the gameplay super boring and just not fun, lvl caps in any game are always a bad idea!


~Positives

1. I enjoyed the undead bosses; they were quite cool. It was also nice that they leveled up over time. I found it interesting how some of the allied heroes could defect and become undead heroes themselves, fighting alongside the enemies.

~Small thing here but very fancy, it would be cool if each undead hero had their own short and unique catchphrase lines when they revive, for example:
They don't have to say these necessarily every time they revive, but it would be cool to hear them say them from time to time.

Horgus:

"Brains and bones, here I come!"
"One down, one more to munch on! Get ready for a ghastly feast!" (after Redpath dies)
"Back for more! Your screams only fuel my hunger!"

Marduk:

"One soul down, one to go. Your despair only fuels my darkness!"
"One soul claimed... now I shall extinguish the rest. Your demise is but a step in my endless conquest!"
"One soul devoured, and now my blade thirsts for the rest. Surrender, or be consumed by my dark hunger!"

Redpath the Corrupted:

"Once a defender of the light, now a harbinger of darkness. Your end is at hand!"
"Friendship is but a fading memory. Prepare to fall by the hand of your former ally!"
"Old friend, your loyalty is a weakness I no longer share. Now, you will perish by the hands you once trusted."

Vectus:

"Your futile resistance only delays the inevitable. Witness the true power of necromancy!"
"From frost and darkness, I return to freeze and conquer your fate!"
"Resurrected in frost and necromancy, I’ll chill your bones and claim your souls!"





2. I enjoyed the recurring events such as the caravan passing through and refugees seeking shelter from other towns.

3. Can I just say that Davil is the man?! The true uncorrupted Giga Chad Davil! :ogre_datass:

Without his healing spell, everyone would die very quickly! I appreciate how affordable his spells are, and he also has decent mana regeneration. This is quite a rare and valuable thing you got here. Many map makers overlook the fact that playing a War3 custom map with heroes is not fun if those heroes can only use their spells a few times before running out of mana. That's just not enjoyable. They are heroes for a reason, so it's important to make their spells have a very low mana cost so they can be used frequently and have a bigger impact on the game.





My friend, The big picture of the game is there but it lacks a lot of key points that can help the game a lot, transforming it from a bland one to a masterpiece.

~Suggestiosns+Negatives

1. As I said previously, the game has a big issue, the lack of achievements, I suggest the following:

-For surviving on easy for 20 minutes the player gets a random bonus in the next game/loop.
-For surviving on Normal for 20 minutes the player gets a random bonus + one demi hero unit the next game/loop.
-For surviving on hard for 20 minutes the player gets two random bonuses + two demi hero units the next game/loop.

Then after that, you can add 1 extra reward after every extra 10 minutes of survival for every mode.

On top of that, you can add a specific unique reward item, the item is Called ~Crown of Infinity~. This crown is given to the player after surviving for at least 30 minutes in any game mode. When worn, the crown provides a +5 boost to all of the hero's stats. Furthermore, each successful rank quest accomplishment will add an extra +x stats to the crown.

The bonus will work like this, after getting the crown:

If a player survives for over 30 minutes during a game, the Crown evolves and grants a +6 bonus to all stats for the next game or loop. The player's progress is saved, so they start the next game with the evolved Crown. Also, a specific rank is needed to evolve the Crown.

After completing a game/loop with the crown surviving for 30 minutes, the player will be rewarded with the Recruit Rank, and gain the evolved crown with +6 all stats.

And so forth, here are the timing and the ranks with the rewards:

  • Recruit 30 minutes = Bronze Crown of Infinity [+6 all stats]
  • Enlisted 35 minutes = Bronze Crown of Infinity II [+7 all stats]
  • Private 40 minutes = Bronze Crown of Infinity III [+8 all stats]
  • Private First Class 45 minutes = Bronze Crown of Infinity IV [+9 all stats]
  • Specialist 50 minutes without losing any unit = Bronze Crown of Infinity V [+10 all stats]
  • Corporal 55 minutes = Bronze Crown of Infinity VI [+11 all stats]
  • Lance Corporal 1 hour on Normal Mode = Bronze Crown of Infinity VII [+12 all stats]

  • Sergeant 1 hour and 15 minutes on Normal = Silver Crown of Infinity [+15 all stats]
  • Master Seargent 1 hour and 30 minutes on Normal = Silver Crown of Infinity II [+17 all stats]
  • Sergeant Major 1 hour without taking any dmg on towers = Silver Crown of Infinity III [+19 all stats]
  • Sergeant-Commander 1 hour and 45 minutes on Normal = Silver Crown of Infinity IV [+21 all stats]
  • Second Lieutenant 2 hours on Normal = Silver Crown of Infinity V [+23 all stats]
  • Lieutenant 1 hour and 30 minutes on Hard Mode = Silver Crown of Infinity VI [+25 all stats]

  • Captain Complete all quests under 1 hour = Golden Crown of Infinity [+30 all stats]
  • Major 1 hour on Hard Mode without training extra units = Golden Crown of Infinity II [+33 all stats]
  • Lieutenant Colonel Complete all quests under 30 minutes = Golden Crown of Infinity III [+36 all stats]
  • Colonel 1 Hour on hard Mode without losing any units = Golden Crown of Infinity IV [+39 all stats]
  • Brigadier General 2 hours on hard Mode = Golden Crown of Infinity V [+42 all stats]
  • Lieutenant General 30 min. on hard without letting the Enemy Heroes reach the first Tower = Golden Crown of Infinity VI [+45 all stats]
  • General 1 hour on hard without taking any dmg on units (except heroes) = Golden Crown of Infinity VII [+48 all stats]
  • Grand General 30 minutes on hard mode without taking dmg on any Hero = Golden Crown of Infinity VIII [+51 all stats]
  • Field Marshal 30 minutes on hard mode without taking any dmg on any building = Bronze Crown of Infinity IX [+54 all stats]

  • Supreme Marshal 2 hours on Hard Mode without equipping any items (including the crown) = Golden Crown of Infinity X [+77 all stats]


All the ranks have to be completed in that exact order to get the next rank. For example, to get the Enlisted Rank you gotta have the Recruit rank first. So what do you think of my idea, neat ha :grin:




2. The second main issue with the game is the lack of income, there has to be a way the player can gather resources in some way, either getting gold from completing the events or quests or just from some gold mines deep in the forest.

Suggestion:

-Create quests where the player can go hunt creeps and undead mini-bosses in the forest to get gold and wood or free trapped units.

-Create gold mines in the forest that players can take over with peasants. The catch is that when a gold mine is taken over and starts producing gold, it triggers undead units to focus on the gold mine and attempt to destroy it. As a result, players have to be vigilant and defend the gold mine if they want to keep the gold flowing.:gg:



3. The main Loop gimmick is an interesting idea but I don't think it was well implemented, since you just have to die to loop the game and get + 1 dmg and armor for free each time no matter how bad you did in that run, seems flawed.

Now from my tests, I am not sure if the max is 3 loops or not since in my playthrough the game stopped looping after I died in the 3rd loop, either way, I suggest something like this, for a game to keep looping the player has to reach certain goals, also very important is that the player is informed of these goals somewhere in the corner of the screen or through a text or quest in f9, examples of goals:

-Kill 100 undead in total and each undead hero at least 5 times to unlock the first loop.
-kill 500 undead in total and each undead hero 20 times to unlock the second loop loop.

-Kill 1k undead in total and each undead hero 20 times that were once human heroes to unlock the third loop.
-kill 2k undead in total and complete 20 random events and 20 quests to unlock the fourth loop.

-Kill 1k undead in total and each undead hero 15 times on Normal mode to unlock the fifth loop.
-Kill 2k undead in total and each undead hero 20 times on hard mode to unlock the sixth loop.

And so on, you can come up with any random condition to keep the game looping, this can also be made like an RPG, where the progression can be saved, so the player can choose to start with the rewards of each loop after completing it once already so he doesn't have to repeat it each time he starts playing the map again.



4. I like how some enemy heroes have dialogue lines that relate to the defending human heroes but I wish there were a bit more lore bits there as well.

After the first boss, the ghoul pack leader, says his dialogue line to Davil, Davil could respond with his own: "Your twisted existence mocks the light, but even in the darkest night, the dawn will rise. Prepare to be cleansed by the righteous fury of the living!"

After the second boss comes and steals the soul of Redpath, Davil could say: "You may have claimed the soul of my dear friend, but the Light will exact vengeance upon your kind and the Lich King himself!"

After the Skeleton undead hero comes and says his line, Davil could say this: "Aah a spooky scary talking skeleton!" :xxd:

And so on, u get the gist. :wink:



5. Horgus the Pack leader has mana but never seems to use any spells compared to the other undead heroes who use spells.



6. The tents look too similar to random bandit buildings that normally don't do anything in most if not all custom maps and because of that most players, including myself, might simply ignore them and because of that we won't be able to train most units...

The main training building for your army should look more like a legit building and not like a doodad, so I suggest making the tents look bigger and cooler or simply changing their skins to a structure similar to a human barack.



7. Talking about the events, from what I saw there are only 3 events in the whole game, the caravan, the refugees, and that random obelisk that spawns skeletons, the problem is, for example, the refugees event doesn't have any impact on the game, what is the reason for saving them, what does the player get for saving them? Exactly! Nothing!

That is bad obviously, every event should have a reward if the player manages to complete the event objective, and a penalty if the player fails the event objective, in this case, if the player manages to save all the refugees and brings them to the main hall then for each of them the player gets 50 gold and 20 wood, that would make the event have a meaning and it will make things interesting, otherwise the player won't give two shits about saving the refugees, and for the penalty, for every refugee that dies, the undead army will send a wave of 5 to 10 undead peasants to attack the humans as punishment.

Now, the player not only has the incentive to help all refugees get safely to the town hall to gain resources from them, but they will also do so out of fear of being swarmed by a horde of undead peasants. That sounds like an epic event, don't you agree? :wink:


8. This goes hand in hand with the previous suggestion, I think the villagers should be able to be used for something to help with the defense of the town, you can implement an income tax where each villager pays 1 gold and 1 wood every 10 seconds for being alive and safe in the town.

You can also create a training ground where a villager can enter and after 1 minute come out as a random warrior, the male villager can become a random male warrior like a footman or a priest, and the female one can become a success or a battle maiden, and the kids...
The kids can become... The Elite Fearsome Slingshot Bullseye Rangers (An epic ranged unit with high as and long-range) you know since kinds are rarer than any other villager type they should be able to become a more op fighter:wink:




9. Peasants should be able to build more than just barricades, like tents and towers, fancier and more expensive towers, etc.



10. I would suggest a change in the game mechanic regarding Redpath's instant death when Marduk spawns. Instead of instant death, Marduk could initiate a ritual that takes about 10 seconds to complete. If Marduk isn't defeated within this time, Redpath will lose his soul and become an undead hero. This would make it fairer for players, rather than having one of the main heroes randomly die when Marduk spawns.


11. Events happen like once in a blue moon, there should be an event happening at least once every 5 minutes.


12. The consecration spell from Davil lingers on the ground permanently and causes some fps drops and it makes the gameplay pretty hard to look at.


13. After the final cutscene that tallies the kills for each monster, there should be a comprehensive list displayed with all the kills and the timer. This will allow players to see all their achievements in one place, presented as a big text list on the screen.






Well, that's about it with my thoughts, like I said the map has a tone of potential, like a silver fancy plate, currently is somewhat empty, it would look much more appealing if it had some delicious gourmet food on it as well won't you agree? :wink:


My rating for this map as it currently is would be an 𝓐 Tier (Great) with 80 out of 100 points.

Saved this post.
 
Level 30
Joined
Jun 11, 2017
Messages
996
~~Sup

I played on the latest version of Shitforged, with classic graphics, here are my thoughts.

Cute lil defense/survival map u got here, I did enjoy the gameplay even tho it gets pretty repetitive quite fast, also there is no winning scenario so the game keeps on going forever, usually that wouldn't be bad for a survival game if the game had some sort of achievements to it that rewards the player for surviving x amount of minutes, but in this case there is none.

One significant issue I noticed while replaying the map for additional tests is that in one of my longest games, my heroes kept leveling alongside the enemy undead heroes, I got to lvl 30 with 2 of them, hence why it was such a long game to begin with, heroes with such a high lvl were pretty much unkillable at that point.

On Normal Mode, I could have continued, but I became bored. I played for nearly an hour and eventually allowed myself to be defeated.

However, after playing some more games, it appeared that they stopped leveling past level 5 for some reason. This seems strange to me. It might be a bug. If it's not a bug then I highly suggest removing any level cap on heroes, as having one is pretty dull and makes the gameplay super boring and just not fun, lvl caps in any game are always a bad idea!


~Positives

1. I enjoyed the undead bosses; they were quite cool. It was also nice that they leveled up over time. I found it interesting how some of the allied heroes could defect and become undead heroes themselves, fighting alongside the enemies.

~Small thing here but very fancy, it would be cool if each undead hero had their own short and unique catchphrase lines when they revive, for example:
They don't have to say these necessarily every time they revive, but it would be cool to hear them say them from time to time.

Horgus:

"Brains and bones, here I come!"
"One down, one more to munch on! Get ready for a ghastly feast!" (after Redpath dies)
"Back for more! Your screams only fuel my hunger!"

Marduk:

"One soul down, one to go. Your despair only fuels my darkness!"
"One soul claimed... now I shall extinguish the rest. Your demise is but a step in my endless conquest!"
"One soul devoured, and now my blade thirsts for the rest. Surrender, or be consumed by my dark hunger!"

Redpath the Corrupted:

"Once a defender of the light, now a harbinger of darkness. Your end is at hand!"
"Friendship is but a fading memory. Prepare to fall by the hand of your former ally!"
"Old friend, your loyalty is a weakness I no longer share. Now, you will perish by the hands you once trusted."

Vectus:

"Your futile resistance only delays the inevitable. Witness the true power of necromancy!"
"From frost and darkness, I return to freeze and conquer your fate!"
"Resurrected in frost and necromancy, I’ll chill your bones and claim your souls!"





2. I enjoyed the recurring events such as the caravan passing through and refugees seeking shelter from other towns.

3. Can I just say that Davil is the man?! The true uncorrupted Giga Chad Davil! :ogre_datass:

Without his healing spell, everyone would die very quickly! I appreciate how affordable his spells are, and he also has decent mana regeneration. This is quite a rare and valuable thing you got here. Many map makers overlook the fact that playing a War3 custom map with heroes is not fun if those heroes can only use their spells a few times before running out of mana. That's just not enjoyable. They are heroes for a reason, so it's important to make their spells have a very low mana cost so they can be used frequently and have a bigger impact on the game.





My friend, The big picture of the game is there but it lacks a lot of key points that can help the game a lot, transforming it from a bland one to a masterpiece.

~Suggestiosns+Negatives

1. As I said previously, the game has a big issue, the lack of achievements, I suggest the following:

-For surviving on easy for 20 minutes the player gets a random bonus in the next game/loop.
-For surviving on Normal for 20 minutes the player gets a random bonus + one demi hero unit the next game/loop.
-For surviving on hard for 20 minutes the player gets two random bonuses + two demi hero units the next game/loop.

Then after that, you can add 1 extra reward after every extra 10 minutes of survival for every mode.

On top of that, you can add a specific unique reward item, the item is Called ~Crown of Infinity~. This crown is given to the player after surviving for at least 30 minutes in any game mode. When worn, the crown provides a +5 boost to all of the hero's stats. Furthermore, each successful rank quest accomplishment will add an extra +x stats to the crown.

The bonus will work like this, after getting the crown:

If a player survives for over 30 minutes during a game, the Crown evolves and grants a +6 bonus to all stats for the next game or loop. The player's progress is saved, so they start the next game with the evolved Crown. Also, a specific rank is needed to evolve the Crown.

After completing a game/loop with the crown surviving for 30 minutes, the player will be rewarded with the Recruit Rank, and gain the evolved crown with +6 all stats.

And so forth, here are the timing and the ranks with the rewards:

  • Recruit
  • 30 minutes = Bronze Crown of Infinity [+6 all stats]
  • Enlisted
  • 35 minutes = Bronze Crown of Infinity II [+7 all stats]
  • Private
  • 40 minutes = Bronze Crown of Infinity III [+8 all stats]
  • Private First Class
  • 45 minutes = Bronze Crown of Infinity IV [+9 all stats]
  • Specialist
  • 50 minutes without losing any unit = Bronze Crown of Infinity V [+10 all stats]
  • Corporal
  • 55 minutes = Bronze Crown of Infinity VI [+11 all stats]
  • Lance Corporal
  • 1 hour on Normal Mode = Bronze Crown of Infinity VII [+12 all stats]

  • Sergeant
  • 1 hour and 15 minutes on Normal = Silver Crown of Infinity [+15 all stats]
  • Master Seargent
  • 1 hour and 30 minutes on Normal = Silver Crown of Infinity II [+17 all stats]
  • Sergeant Major
  • 1 hour without taking any dmg on towers = Silver Crown of Infinity III [+19 all stats]
  • Sergeant-Commander
  • 1 hour and 45 minutes on Normal = Silver Crown of Infinity IV [+21 all stats]
  • Second Lieutenant
  • 2 hours on Normal = Silver Crown of Infinity V [+23 all stats]
  • Lieutenant
  • 1 hour and 30 minutes on Hard Mode = Silver Crown of Infinity VI [+25 all stats]

  • Captain
  • Complete all quests under 1 hour = Golden Crown of Infinity [+30 all stats]
  • Major
  • 1 hour on Hard Mode without training extra units = Golden Crown of Infinity II [+33 all stats]
  • Lieutenant Colonel
  • Complete all quests under 30 minutes = Golden Crown of Infinity III [+36 all stats]
  • Colonel
  • 1 Hour on hard Mode without losing any units = Golden Crown of Infinity IV [+39 all stats]
  • Brigadier General
  • 2 hours on hard Mode = Golden Crown of Infinity V [+42 all stats]
  • Lieutenant General
  • 30 min. on hard without letting the Enemy Heroes reach the first Tower = Golden Crown of Infinity VI [+45 all stats]
  • General
  • 1 hour on hard without taking any dmg on units (except heroes) = Golden Crown of Infinity VII [+48 all stats]
  • Grand General
  • 30 minutes on hard mode without taking dmg on any Hero = Golden Crown of Infinity VIII [+51 all stats]
  • Field Marshal
  • 30 minutes on hard mode without taking any dmg on any building = Bronze Crown of Infinity IX [+54 all stats]

  • Supreme Marshal
  • 2 hours on Hard Mode without equipping any items (including the crown) = Golden Crown of Infinity X [+77 all stats]


All the ranks have to be completed in that exact order to get the next rank. For example, to get the Enlisted Rank you gotta have the Recruit rank first. So what do you think of my idea, neat ha :grin:




2. The second main issue with the game is the lack of income, there has to be a way the player can gather resources in some way, either getting gold from completing the events or quests or just from some gold mines deep in the forest.

Suggestion:

-Create quests where the player can go hunt creeps and undead mini-bosses in the forest to get gold and wood or free trapped units.

-Create gold mines in the forest that players can take over with peasants. The catch is that when a gold mine is taken over and starts producing gold, it triggers undead units to focus on the gold mine and attempt to destroy it. As a result, players have to be vigilant and defend the gold mine if they want to keep the gold flowing.:gg:



3. The main Loop gimmick is an interesting idea but I don't think it was well implemented, since you just have to die to loop the game and get + 1 dmg and armor for free each time no matter how bad you did in that run, seems flawed.

Now from my tests, I am not sure if the max is 3 loops or not since in my playthrough the game stopped looping after I died in the 3rd loop, either way, I suggest something like this, for a game to keep looping the player has to reach certain goals, also very important is that the player is informed of these goals somewhere in the corner of the screen or through a text or quest in f9, examples of goals:

-Kill 100 undead in total and each undead hero at least 5 times to unlock the first loop.
-kill 500 undead in total and each undead hero 20 times to unlock the second loop loop.

-Kill 1k undead in total and each undead hero 20 times that were once human heroes to unlock the third loop.
-kill 2k undead in total and complete 20 random events and 20 quests to unlock the fourth loop.

-Kill 1k undead in total and each undead hero 15 times on Normal mode to unlock the fifth loop.
-Kill 2k undead in total and each undead hero 20 times on hard mode to unlock the sixth loop.

And so on, you can come up with any random condition to keep the game looping, this can also be made like an RPG, where the progression can be saved, so the player can choose to start with the rewards of each loop after completing it once already so he doesn't have to repeat it each time he starts playing the map again.



4. I like how some enemy heroes have dialogue lines that relate to the defending human heroes but I wish there were a bit more lore bits there as well.

After the first boss, the ghoul pack leader, says his dialogue line to Davil, Davil could respond with his own: "Your twisted existence mocks the light, but even in the darkest night, the dawn will rise. Prepare to be cleansed by the righteous fury of the living!"

After the second boss comes and steals the soul of Redpath, Davil could say: "You may have claimed the soul of my dear friend, but the Light will exact vengeance upon your kind and the Lich King himself!"

After the Skeleton undead hero comes and says his line, Davil could say this: "Aah a spooky scary talking skeleton!" :xxd:

And so on, u get the gist. :wink:



5. Horgus the Pack leader has mana but never seems to use any spells compared to the other undead heroes who use spells.



6. The tents look too similar to random bandit buildings that normally don't do anything in most if not all custom maps and because of that most players, including myself, might simply ignore them and because of that we won't be able to train most units...

The main training building for your army should look more like a legit building and not like a doodad, so I suggest making the tents look bigger and cooler or simply changing their skins to a structure similar to a human barack.



7. Talking about the events, from what I saw there are only 3 events in the whole game, the caravan, the refugees, and that random obelisk that spawns skeletons, the problem is, for example, the refugees event doesn't have any impact on the game, what is the reason for saving them, what does the player get for saving them? Exactly! Nothing!

That is bad obviously, every event should have a reward if the player manages to complete the event objective, and a penalty if the player fails the event objective, in this case, if the player manages to save all the refugees and brings them to the main hall then for each of them the player gets 50 gold and 20 wood, that would make the event have a meaning and it will make things interesting, otherwise the player won't give two shits about saving the refugees, and for the penalty, for every refugee that dies, the undead army will send a wave of 5 to 10 undead peasants to attack the humans as punishment.

Now, the player not only has the incentive to help all refugees get safely to the town hall to gain resources from them, but they will also do so out of fear of being swarmed by a horde of undead peasants. That sounds like an epic event, don't you agree? :wink:


8. This goes hand in hand with the previous suggestion, I think the villagers should be able to be used for something to help with the defense of the town, you can implement an income tax where each villager pays 1 gold and 1 wood every 10 seconds for being alive and safe in the town.

You can also create a training ground where a villager can enter and after 1 minute come out as a random warrior, the male villager can become a random male warrior like a footman or a priest, and the female one can become a success or a battle maiden, and the kids...
The kids can become... The Elite Fearsome Slingshot Bullseye Rangers (An epic ranged unit with high as and long-range) you know since kinds are rarer than any other villager type they should be able to become a more op fighter:wink:




9. Peasants should be able to build more than just barricades, like tents and towers, fancier and more expensive towers, etc.



10. I would suggest a change in the game mechanic regarding Redpath's instant death when Marduk spawns. Instead of instant death, Marduk could initiate a ritual that takes about 10 seconds to complete. If Marduk isn't defeated within this time, Redpath will lose his soul and become an undead hero. This would make it fairer for players, rather than having one of the main heroes randomly die when Marduk spawns.


11. Events happen like once in a blue moon, there should be an event happening at least once every 5 minutes.


12. The consecration spell from Davil lingers on the ground permanently and causes some fps drops and it makes the gameplay pretty hard to look at.


13. After the final cutscene that tallies the kills for each monster, there should be a comprehensive list displayed with all the kills and the timer. This will allow players to see all their achievements in one place, presented as a big text list on the screen.






Well, that's about it with my thoughts, like I said the map has a tone of potential, like a silver fancy plate, currently is somewhat empty, it would look much more appealing if it had some delicious gourmet food on it as well won't you agree? :wink:


My rating for this map as it currently is would be an 𝓐 Tier (Great) with 80 out of 100 points.

First of all - thank you, dearly. I enjoyed reading your suggestions and detailed review, even finding some gameplay elements that I didn't even notice myself :D
  • In game design, "Battle of Darrowshire" is my attempt to redo mission from the last Zeratul mission from Starcraft 2 Wings of Liberty, it was called "In Utter Darkness". It shares the same vision - you fight an unwinnable battle and will ultimately lose. In Starcraft 2 you learn valuable information about Kerrigan spoiler ehm-ehm. Here you just try to defeat as many undeads as you do. But your ideas for enhancing time loop are cool.
  • About stutters and FPS drops - well, I'll try to find out why they are happening.
  • In fact, there are 15 different events on the map. Yes, their rotation sucks and sometimes the game can roll a "free slot", thus doing nothing.
  • About Redpath instant death - it was from past versions, even in WoW Marduk singlehandly defeats Redpath and then raises as undead. Thank you for clarifying!
Overall - your suggestion rocks and, well, could be addressed to create another map on that setting. And I already have some Warcraft lore-wise how to implement them.
Thank you!
 
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