Cromatic ORPG

Level 37
Jan 10, 2009
Chromatic ORPG

Chromatic ORPG



This map is meant to be a multiplayer online role playing game. It is based primarily off of WoW, though it barrows other systems form other games, most notably armor and weapons work a little more like dungeons and dragons.

The focus of the map is around the characters and their customization through items. Their are only three hero classes (primary classes), and weapons define a heroes sub-class (secondary class). The three primary classes are the warrior, renegade, and mystic. The secondary classes are (warrior): assassin, barbarian, and guardian; (renegade): berserker, sniper, hunter; (mystic): sorcerer, necromancer, druid.

Each class (both secondary and primary) is based off of survival, damage, or a hybrid of both.

Unlike most RPGs, heroes do not level up, or at least their level serves as nothing more than a representation of time spent of the map. All creatures are scaled in power to represent how much tougher/weaker they are compared to the heroes, disabling the scenario where a dragon can be one-shoted by a gnome. Each level represents a 50% increase in the previous level, causing a level 5 creature to be much more powerful than a level 1 creature. The maximum creature level is level 10 (raid-boss status).




Each player can choose from 1 of three hero classes, and from any of five races from WoW per faction (horde and alliance).

The primary hero classes are warrior, renegade, and mystic. Each class has a secondary class that defines their combat style, abilities, and dynamics.

The secondary classes for the warrior are the Assassin, Barbarian, and Guardian.
The secondary classes for the renegade are the Berserker, Sniper, and Hunter.
The secondary classes for the mystic are the Sorcerer, Necromancer, and Druid.

Each class is focused on survivability, a hybrid of roles, or damage. Mystics are more focused on damage, renegades a hybrid, and warriors on survival. For the secondary classes Assassins, Berserkers, and Sorcerers are focused on damage, Barbarians, Snipers, and Necromancers are a hybrid class, and Guardians, Hunters, and Druids are focused on survival.

All Heroes have the same stat total, though the distribution of points in Vitality (Strength) and Energy (Intellect) vary depending on the hero's primary class and race. All heroes and classes have the same Power (Agility). Power is the primary attribute for every hero, so items that carry power bonuses will increase the hero's base attack, which can then be modified by items %damage bonus. Eventually spells will be set up to gain bonuses from power as well.

Creeps are also based off of damage, hybrid, or survivability.

all units are level 1-10, with each level representing a 50% increase in difficulty from the previous level.

(0.5) level 1 is roughly equivalent to a gray creature in WoW, and can be easily killed by all heroes.
(0.7) level 2 is roughly a green creature, offering a bit of a challenge but a rather predictable outcome.
(1) level 3 is roughly a yellow creature, offering the recommended level of creature a hero can kill without to much trouble, though a bad match up can offer significant problems.
(1.5) level 4 is roughly an orange creature, and essentially of equal or greater power to the heroes. Orange creatures are difficult to take down by oneself and may require help to do so.
(2.3) level 5 is red, and usually always requires 2 or more people to take down.
(3.4) level 6 is a tough creature that is recommended for 3 players.
(5) level 7 is a tougher dungeon creature that is recommended for 5 players.
(7.6) level 8 is a tough creature that is recommended for 7 to 8 players to bring down. The faction leaders of cities and most dungeon bosses are this level.
(11.3) level 9 is an extremely tough creature that requires all player from both factions to join forces to take down.
(17) level 10 Godly creature that is roughly the same power as 17 heroes. Requires all players from both factions to join forces, be as well-geared as possible, and have luck on their side.

There are also five different types of units; beasts, demons, undead, humanoids, and elementals. Beasts, demons, and undead can be acquired and used as pets, while to have a humanoid or elemental ally one must complete various quests.


Items play a huge role in this map, as items hold many key abilities for heroes.

Like units, items scale in power as well, though at a steady 33% from their base, rather than a cumulative 50% bonus. Items are the primary way to increase the power of a hero. There are 7 levels of items; -1, normal, +1 (green), +2 (blue), +3 (purple), +4 (Orange), and +5 (gold).

Equipment - Triggers have been implemented to give heroes inventory slots, consisting of head, chest, main-hand, off-hand, and pet. The most important items are weapons, which give a hero their six secondary class abilities.


Duel-wielded melee weapons [main hand, off-hand] give warriors assassin abilities
Two-Handed melee weapons [main hand, off-hand] give warriors barbarian abilities
One-Handed melee weapons [main hand] give warriors guardian abilities

Light One-Handed ranged weapons [main hand] give renegades berserker abilities.
Two-Handed ranged weapons [main hand, off-hand] give renegades sniper abilities.
Heavy One-handed ranged weapons [main hand] give renegades hunter abilities.

Fire, Air, and Magic wands and staves [main hand] or [main hand, off-hand] give mystics sorcerer abilities.
Ice, Shadow, and Bone wands and staves [main hand] or [main hand, off-hand] give mystics necromancer abilities.
Nature, Wild, and Holy scepters and rods [main hand] or [main hand, off-hand] give mystics druid abilities.

Each secondary class has six weapons available to them, and each class has weapons in two attack speeds to choose from.

Weapons grant a bonus to damage, effect attack speed, effect hit chance (chance to bypass evasion when attacking), effect critical hit chance/damage/stun duration, grant secondary class abilities, and have a proc effect.

damage bonuses are based off of trueshot aura, and effect only ranged or melee attacks. This prevents bows from modifying melee attack damage, and swords from modifying ranged damage.

attack speed, damage, hit chance, and critical hit chance are all inter-related. A weapon that boosts damage by 500% slows attack speed by 75%, were a weapon that boosts damage by 0% boosts speed by 75%. Weapons with slower speeds have a higher hit bonus and chance to score a critical hit, as well as longer critical hit stun durations. Weapons with lower damage have faster attack speeds, deal much more damage on critical hits, and have a greater opportunity to apply a weapons proc effect. In all, all weapons only vary by a few percentage points in DPS, so daggers, great-swords, and longbows are all worthy of using.

Abilities granted by weapons are class-specific, in that a melee weapon will only grant secondary class abilities to warriors, a ranged weapon to renegades, and a mystical weapon to mystics. This is a strong motivator to only use weapons that correspond to the primary class. On top of no secondary class abilities for alien classes, weapons that do not correspond to the class wielding them will only grant 50% of their hit chance, and slow attacks by 33% of the item's listed value.

Each weapon has a proc effect, in that every weapon has a chance every time a successful attack is made to cast an ability on the target. These abilities are modified secondary class abilities to cost no mana and have a cooldown of 15 seconds (they can not proc more than once every 15 seconds). With proc effects, no two weapons are the same, though often each hero class has three or more proc effects to choose from with thier weapon selection, and up to two attack speeds for each effect.


armor increases the heroes survivability, and their are three different types of armor; light, medium, and heavy.
Warriors can wear all three armor types without penalty, renegades can wear medium and light, and mystics can only wear light without penalty.
The penalty for wearing armor a class is not proficient with is a 66% drop in movement speed.

chest armor is the most important type of armor, as it grants the largest bonuses. Chest armor grants bonus vitality (strength), energy (Intellect), armor (% damage reduction), damage absorption (hard skin), deflection (evasion), spell damage reduction, and a movement effect (on un-proficient users).

Vitality and energy are bonuses on all armor types, which increase a units health, health regeneration, mana, and mana regeneration. Heavy armor grants greater vitality bonuses, medium armor grants equal bonuses of both, and light armor grants larger energy bonuses.

Helmets grant vitality, energy, armor, and perception bonuses.

perception allows the hero to see concealed invisible units within a certain radius of the hero (usually unimpressive.)

Shields grant vitality, energy, armor, and a block bonus.

as certain weapons require two hands to wield, not every secondary class can equip a shield. The shield block is based off of hard skin, and gives a % chance to reduce damage taken by a set amount, to a minimum of 0. Shields only come in medium and light armor, though medium shields have the same focus on vitality as heavy armor. Light shields are reminiscent of caster orbs and focuses.

Pet Items

Besides weapons and armor, their are also pet items. Each hero can have a pet, and each region in the game offers equal pet opportunities. Pet items are acquired by slaying a specific type of creature, and each creature has a chance to drop an item that will summon it based on the creature's level. Pets can be beasts, demons, or undead. Pets have a mana cost to summon them based off of their creature level, giving mystics (which have the greatest mana value) an advantage to the strongest pets, as warriors can equip the strongest armor.


Trinkets are a form of equipment, but take up no slot requirement (as many trinkets as a hero can carry a hero can equip). Trinket effects are often unsubstantial compared to other forms of equipment, and are primarily a way to fill the last 1-2 unused item slots.


Power-ups are acquired primarily from killing units, and are the main way for acquiring loot. Money power-ups (trophies) are dropped by every NPC. Rather than the WoW financial system were inventory space must be devoted to items like intact basilisk spines and pristine raptor skulls, the trophies are money power-ups that immediately grant money.
Rather than giving money to the unit that lands a killing blow, power-ups spawn at the base of slain units. The number of power-ups increases based up the level of creature killed. This allows some low-damage classes to still obtain money without having to beg other players to trade with them. Their are a few lines of power-up drops based primarily for aesthetics. Their is a humanoid loot line, beast, and arthropod loot line. This just enables humanoids/demons/undead to drop coins and gems, beasts to drop bones and hide, and bugs to drop ichor, shell bits, and egg sacks - all lines give the same amount of money.
Besides trophies slain units can also drop soul and spirit shards, which replenish health and mana, respectively. Inspired by the health power-ups that drop in Diablo III, these allow heroes to recover more quickly after fights.


A few other types of items exist, mostly recovery items such as elixirs and food/drink. Elixirs are based off of the Diablo II potions, were it takes a small amount of time for them to do their work. The base ability for food and drink makes these recovery items work more like bandages from WoW then food, as they offer a bonus that is dispelled when damage is taken.
Banks also offer a sort of latent power-up to allow players to store money in their bank account, which saves it from being reduced from financial death penalties. These items have 1 charge, grant the amount of gold they cost to the player when used, and cannot be sold back to merchants for half-cost just in case.

Backpacks are sort of an item, though they are based off of the hero template. Backpacks have six inventory slots and appear below the hero's portrait, and a maximum of 6 backpacks may be acquired (36 inventory slots total) primarily because of the fact that 7 is the maximum number of hero icons that display at the edge of the screen. Backpacks have no equipment slots, so they can allow a player to carry weapons, armor, and pets for the hero for whatever purpose the hero needs with them, without interfering with the heroes equipment.



Common abilities

every hero has the same basic abilities, which are so basic that all heroes are equally entitled to them or they are needed to effect equipment properly.

All heroes have sprint, search, hearthstone, and a spell book of passive abilities. The passive abilities are critical hit, hit, dodge, movement speed, and attack speed.

their are three different variations of sprint, due to the mana difference of mystics, renegades, and warriors. Sprint increases movement for a limited duration.
Search is based off of dust of appearance, and reveals nearby invisible units for a short duration.
Hearthstone is a triggered ability that returns the hero to their bank, telaporting them out of the dungeon they are in.

Critical hit is modified by weapons, as fast weapons give a lower critical strike rating, lower stun duration, and higher critical damage bonus, while slow weapons have a greater chance to hit, longer stun, but much lower damage bonus.
Attack speed is modified by weapons as well.
Hit chance is modified by weapons, and wielding weapons alien to a hero's class afford 1/2 of the listed hit bonus.
movement speed is modified by armor, and slows heroes down wearing armor to heavy for their class. Warriors movement speed is primarily for aesthetics, as they can wear all armor types, though set items may be made specific for classes in terms of proficiency.
Dodge is modified by chest armor, and turns into deflection (just a different name). Based off of evasion, all units start with a dodge score of 50%, and can increase that value with heavier armor. This increases survivability a great deal, though the heaviest weapons have a 60% chance to bypass it's effects.

Secondary class abilities

secondary class abilities are made up of two elements, with 3 spells per element. The elements are air, shadow, light, fire, ice, nature, stone, blood, and metal. So far the elements are just for aesthetics and making abilities easier to remember, though in the future heroes may have talent points corresponding to the elements.

Assassin (blood and shadow)
Barbarian (stone and metal)
Guardian (Metal and light)

Berserker (Fire and Stone)
Sniper (Ice and Air)
Hunter (Nature and Blood)

Sorcerer (Air and Fire)
Necromancer (Shadow and ice)
Druid (Light and Nature)

Beast abilities.

Like secondary classes, there are three beast classes, though there is only one survivability, hybrid, and damage class of beast, and each class only offers 3-4 abilities. All pet units also have a signature move, which is un-accessible for other pets of their type, such as dragon breath for the hippogryph.

tenacity (Survival)
cunning (hybrid)
Ferocity (damage)

Humanoids, Demons, and Undead.

Most undead and demons have a 4-ability humanoid set based off of the nine hero sub-classes, as do humanoids. Some undead and demons still use the beast abilities, such as zombies and hellhounds. These ability sets generally leave out the crowd-control ability and the more powerful abilities, though their are exceptions.


Like Humanoids, elementals use the hero secondary class abilities. Unlike humanoids, these sets use abilities from only one element, rather than two. For example - fire elementals only have fire abilities, nature elementals only have nature abilities, and water elementals only have ice abilities. Their are 9 standard elementals, each corresponding to one of the nine elements.

Like all other aspects of the game, the locations are orientated in a pattern. Their are six regions heroes may travel to battle creeps, were the creeps are typically spread out enough that all battles are one-on-one. These areas are named after six colors, and are the Crimson Crater, Jade Forrest, Turquoise Lagoon, Ebon Fields, Ivory Tundra, and Sienna Waste. All regions have 10 units that drop pet items, with 2 level 1, 2, and four species, 3 level 3, and 1 level 5.

Crimson Crater: The fiery demon-infested region. Home to chaos orcs and ogres.

Jade Forrest: Tranquil and enchanted forest. Home to gnolls and wild trolls.

Turquoise Lagoon: Jungle region home to a wide verity of colorful creatures and sunken ruins. Home to sahaguin and naga.

Ebon Fields: Region dominated by undead and disease. Home to lost ones and kobolds.

Ivory Tundra: The winter/snow region. Home to tuskarr and furbolgs.

Sienna Waste: Desert region overrun with bugs. Home to centaur and harpys.

Like the six creep-infested regions, their are also 6 cities; Scarlet Sanctuary, Emerald Enclave, Azureguard City, Onyx Point, Alabaster Hold, and Russet Hold. Three of these areas belong to the horde, and three to the alliance. Cities are set up to offer goods and services to friendly players and an instance-style dungeon for hostile players to the cities inhabitants. Each city has two vendors, each corresponding to one of the three primary classes, and across the three cities their are two shops for each class, as well as a leader, mostly functioning as the instance boss. The two capitol cities (one for the horde and one for the alliance) also have a bank, which allows player to store money and items.

Scarlet Sanctuary: Home to the Blood Elves

Emerald Enclave: Home to the Night Elves

Azureguard City: Home to the Humans

Onyx Point: Home to the Undead

Alabaster Hold: Home to the Dwarves, Draenei, and Gnomes.

Russet Hold: Home to Orcs, Tauren, and Trolls.

Each creep region will also have an entrance to a 5-man instance/dungeon. Unlike a WoW instance, other players may still enter the same location. One to two of these will be set up to require both factions to work together to kill a boss, as both level 9 and 10 creatures are so powerful the are best taken out with all 10 players working together. Powerful rewards will be needed to encourage such an alliance, and only level 9 and creatures are capable of dropping +5 items.

Red: Chaos Citadel - based off of the horde units in WC1 and 2, and possibly some outland instances as well.

Green: Dark Forest? - a confusing forest were every room looks the same, and players must stick together to survive. Ruled by the ancients.

Blue: Sunken Temple - filled with everything sunken ruins and Naga.

Black: Castlevania - Expansive chain of rooms home to a vampire lord and hoards of undead minions.

White: Dragon's Den - Home to a very powerful dragon.

Brown: Subterranean Hive - Home to a silithid/nerubian/zerg like force.


A creep re-spawn system is in-place and functioning properly, allowing slain creeps to re-spawn after a duration based on thier level.

A combat healing/regeneration system is in place as well, which allows each unit to regenerate 1%/sec of their maximum health when out of combat (800 away), and stop regenerating health entirely when within 800 of a hostile unit. Mana regeneration is 4%/sec when out of combat and 2%/sec when in combat. (all units take 1 minute and 40 seconds to regain 100% health, and 25 seconds to gain max mana)

Item class/equipment system is mostly working, and restricts heroes to be able to carry only 1 item of each type, and disables them from equipping a one-handed weapon or shield with a two-handed weapon and vise-versa.

Equipment drops - after each unit is killed it has a chance to drop a piece of equipment in addition to the regular trophy drops. More powerful items drop from stronger creatures, as +5 items only drop from level 9-10 creatures, and +4 items only drop from powerful bosses as well. +1 and +2 items can drop from standard creeps, while anything greater must be acquired in a team effort.


Were I need help ;)

Spell Armor and spell damage types (not working). Using the caster interface each unit is given a spell armor of one of 6 types; black, blue, brown, green, red, or white. Each spell armor type also has 3 levels, lesser, normal, and greater. Lesser armor offers no resistances but weaknesses, normal offers weaknesses and resistances, and greater offers near immunity and weaknesses to spell damage types.

Energy Fire Frost Organic

Black weak weak resist resist armor type most common for undead.
Blue weak resist resist weak common for aquatic creatures.
Brown resist resist weak weak armor type for creatures that share a close tie to the earth and stone.
Green resist weak weak resist armor type most common for bugs and poisonous creatures.
Red weak resist weak resist armor type of demons and fiery creatures.
White resist weak resist weak armor type most common for creatures adapted to cold climates and with thick, furry coats. Also armor type for holy creatures.

Energy damage - the combination of electric, magical, and holy damage. Energy damage is good vs. demons and undead, as well as aquatic creatures.
Fire damage - caused from fire and intense heat.
Frost - caused from ice and shear cold.
Organic - the combination of all damage types that effect a unit with a circulatory system, including but not limited to: disease, poison, bleeding, suffocation, healing, and spirit/soul targeting effects. Mostly counted as shadow for its strengths and weaknesses against other spell types (good vs. white but bad vs. black and red).

All spell damage types have a roughly equal amount of spells that carry their type, and the limit of four allows for each secondary class to have options to take down any type of creature.

This system is mainly for common sense to pay off, firebolt vs. a demon/fire elemental should deal less damage, as holy attacks should be more effective against undead and demons than regular attacks. Organic damage should also be ineffective against elementals and undead (targeting them is working, due to being able to label them as mechanical and set organic spells to target organic units).

Spell Power (not implemented). Would set all set value damage and effects to be influenced by Power (Agility). This way there would be no need to create several variants of the same ability for stronger weapons, as well as different spellbooks for those weapons. Would allow agility to directly influence both physical and magical damage.

Weapon/armor type changing (not implemented) - changes damage type based on weapon, or armor type based on armor (chest). Armor type should not be to difficult, as armor type change is an upgrade option. No idea about attack types though.

Attack types:
Sharp damage type for slashing, piercing, and stabbing weapons. Effective vs. light armor but reduced vs. heavy armor.
Blunt damage type for bludgeoning and puncturing weapons/spells. Effective vs. heavy and solid armor but less effective vs. light armor.
the four spell damage types - explained above with spell armor.

Armor types:
Ethereal armor type that grants near immunity to physical damage, whether it be on ghosts, swarms of bugs, water elements, air elementals, etc. takes 25-33% damage from sharp and blunt attacks, and 125% damage from all four spell damage types.
Light armor type for units wearing no armor, cloth armor or are heavily damage based. take 125% damage from sharp attacks but only 75% from blunt attacks.
Medium armor type for leather armored units or hybrid based units. Takes 100% damage from all damage types.
Heavy armor type for metal or survival based units. Takes 75% damage from sharp attacks but 125% from blunt attacks.
Solid armor type for units created entirely of a solid material, such as stone, bone, or wood. takes 33% damage from sharp attacks, but 150% from blunt attacks.

all attack and armor types are implemented in the game, but as of yet no items change them :(

Generic Crafting profession system (not implemented) - allows heroes to create (purchase from a workstation) items corrisponding to armorsmithing, weapon-smithing, jewel-crafting, engineering, leather-working, cooking, alchemy, tailoring, and enchanting.

allows heroes to acquire raw materials from power-ups dropped in the world or purchased from vendors

raw materials: metal, jewels, wood, leather, meat, herbs, cloth, runes. Preferably set up in a multiboard.

armor-smithing (metal) creates heavy armor
weapon-smithing (metal, wood) creates melee weapons
Jewel-crafting (jewels, metal) creates trinkets
Engineering (metal, wood) creates ranged weapons
Leather-working (leather) creates medium armor
Cooking (Meat, herbs) creates food/drink
Tailoring (Cloth) creates light armor
Enchanting (Runes, Wood, Metal) creates mystic weapons
Alchemy (Herbs) creates elixirs

This system would allow players another option to acquiring items, allowing them to target specific units/locations for rewards. Would also allow a way to acquire strange an unusual items. Could also be set up with an experience/leveling system, requiring players to level up their skills in a profession to gain the ability to create better items.

Some items could be set up similar to bank deposit items, requiring a number of resources to buy equal to the amount the give when consumed, allowing players to trade resources, or sell unneeded ones.

Salvage materials (not implemented, requires generic crafting system) - would allow players to break down items to their basic components, similarly to how disenchanting works in wow and almost identical to how taking apart items works in guild wars.

basically turns an item into raw materials. Raw materials yielded from breaking apart items could be set or vary, and materials required to make an item should exceed those obtained from taking it apart.

Hero Selection and re-pick - working, to a degree. changes the camera view to face available heroes, requiring a player to select a hero to choose them. Also allows the player to scroll back and forth to view all possible hero options. Would be nice to set up to require double-clicking.

Overhead Camera/camera bounds - the map is designed to be viewed from above as in the melee camera. This allows sections to be rather close without being visible, camera bounds to be easily applied, and entering buildings to work more efficiently. Ranged units also have a range that roughly matches that of the overhead camera field. Unfortunately, I changed the scale of everything so now the camera appears to far away. I need a good trigger to set the distance of the camera to the hero.

Minimap change (not working) - as every section of the map has camera bounds applied to it the minimap in its original state is almost completely useless. It would be nice to either cover it up or, if it could be implemented individually for each player, have a minimap specific to each region (at least for the world and six major creep regions), in which I would create a WoW-style map for those locations. A generic minimap could be used for dungeons and buildings.


I'm in need of people with extensive triggering and programming knowledge, though any sugestions to make it better are welcomed as well :D

And here is what I've got done for the map so far. Left it open so you can show me cool things to do (mostly triggers and such). As you may find out from playing it there are several things that are not quite working. Oh, and because I suck at triggers I only did the hero selection triggers for player 3, and you can only be a human female so far...they can be every class, and it allows me to test things out. If you have any suggestions/skills to make this map better please post in this forum and let me know :D


  • 67chrome's_Realm.w3x
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Level 14
Dec 9, 2006
Whew, that was alot to read, but I believe I have the concept. Im liking it, but I feel like players are a little restricted with only 6 affinity-based abilities total. The rest looks fantastically done and conceptualized.

As always, if you want any help designing bosses contact me, I love them :)

"White: Dragon's Den - Home to a very powerful dragon." would definently be my first option in picking which dungeon should have all players contributing, and it also has a very classical raiding epic feel.

If you do to a second one im torn between these two, as they both have a certain potential to them.

Blue: Sunken Temple - filled with everything sunken ruins and Naga.

Brown: Subterranean Hive - Home to a silithid/nerubian/zerg like force.

Good luck!
Level 37
Jan 10, 2009
Whew, that was alot to read, but I believe I have the concept. Im liking it, but I feel like players are a little restricted with only 6 affinity-based abilities total. The rest looks fantastically done and conceptualized.

As always, if you want any help designing bosses contact me, I love them :)

"White: Dragon's Den - Home to a very powerful dragon." would definently be my first option in picking which dungeon should have all players contributing, and it also has a very classical raiding epic feel.

If you do to a second one im torn between these two, as they both have a certain potential to them.

Blue: Sunken Temple - filled with everything sunken ruins and Naga.

Brown: Subterranean Hive - Home to a silithid/nerubian/zerg like force.

Good luck!

All right, thanks for your input. I'll contact you when it comes to bosses then :D

Considering most WC3 heroes don't have any more than 5 abilities I'm not worried about 6 being to low of an option. + in Diablo II you could only really have two abilities active at a time. With the ability to equip 3 different ability sets it's more like you have a choice between 18 abilities anyways, and I ran out of room to put any more in the spellbook XD
Level 15
Aug 11, 2009
I had a look in your map 67chrome and here's what i think:
Terrain: Looking very good as an overall,but i think you should improve it a bit more in some parts. 4/5
Imports: All imported items have a use. 5/5
Idea: A love ORPG's and judging from what i've seen this is awesome. 5/5
Triggers: I had a look in your trigger,i hope you don't mind and i saw something that me like :nw: you use the "Do Nothing" at many parts.Why is this?I think you know it actually does nothing,rather than making your triggers slower. 2,5/5

Overall: Pretty good map,and its still in its alpha stage.This will probably turn out very good.Keep the good work:thumbs_up:
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Level 2
Sep 19, 2009
:carr: i found a problem in the n elf building on the right that sells daggers.
when someone buys something from the top shop on the right it appears on the roof.
may appear on other shops.