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ap0: Rejected
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Map number 6. |
Hello user As map review member I am helping map moderators to clean THW! I won't post any kind of review just final mark that will be Rejection in this case! I checked your map and I find it unacceptable... Here are the reasons:
#green = good #gray = neutral #red = bad If you want to know more PM me and I will explain my vote! Thanks -Kobas- |
-so, what's the thing with the Shade? How is it related to the thief and how did they find it?
-Salah finale: he isn't coming to the necromancer hall... worked when I started the level again. Heh, I was suspecting Coam for some time (levels) now. But meh, why would the Lich King do silly tests and waste his commanders and armies like that when they said they were runnig somewhat short of undead... Also, Coam is an idiot, absolutely.
-well, you kind of erased Sylvanas and replaced it with this Kathris
-killed all blood elves; should have made them stronger; hope they're not needed later
-I don't know, why would she think there would be anything left of Khadgar's expedition? Shouldn't she be thinking of Alleria instead for instance. Anyways, I doubt she should know of the second war
-"we have defeated the fallen orcs" but I have not, the draenei did... You can just sit around in the base and wait for most of your enemies to be killed by others...
We don't know she doesn't exist. She was not mentioned and it was said that Kathris was killed and turned by Arthas pointing to her replacing Sylvanas although she could have just been another ranger in the war. Honestly speaking there was no Kael'thas then either. An excuse for him might be that we could have been in Dalaran and left Dalaran after finding out about Silvermoon but it's doubtful because the undead returned from Silvermoon to Dalaran so, Kael'thas did nothing to even try to get Arthas like Sylvanas did afterwards and she was even in more danger than Kael because she was right amidst the Scourge.If Sylvanas doesn't exist in this universe, doesn't that imply that Alleria doesn't as well?
That's an excuse for petty execution. The creator already made the two orc bases not to attack, so, the troll and draenei factions should have been weaker so that the player would be the one to destroy them ultimately. Also, because of that flaw, the optional quest cannot be completed.It is more realistic than most campaigns were all our enemies are entirely focused on us and ignore the others.
I doubt that as the world was in brink of destruction as WcII says and it mentions them all going with Khadgar. But, if we are to judge everything by the excuse of alternative universe, then there's not even any reason to debate and it's not Warcraft anymore. And, no, it was not quite clear that it was supposed to be a Warcraft story edit but more of an addon.Most likely there were others that were left behind.
We don't know she doesn't exist. She was not mentioned and it was said that Kathris was killed and turned by Arthas pointing to her replacing Sylvanas although she could have just been another ranger in the war. Honestly speaking there was no Kael'thas then either. An excuse for him might be that we could have been in Dalaran and left Dalaran after finding out about Silvermoon but it's doubtful because the undead returned from Silvermoon to Dalaran so, Kael'thas did nothing to even try to get Arthas like Sylvanas did afterwards and she was even in more danger than Kael because she was right amidst the Scourge.
I doubt that as the world was in brink of destruction as WcII says and it mentions them all going with Khadgar. But, if we are to judge everything by the excuse of alternative universe, then there's not even any reason to debate and it's not Warcraft anymore. And, no, it was not quite clear that it was supposed to be a Warcraft story edit but more of an addon.
No, I don't think that was just it. I think, the actual crimes were during her being undead and not free-willed.Kael appears in the story, as he is the leader of the Blood Elves in Outland and banishes Kathris, merely for the crime of being undead. That is why I felt no regret in killing him and his subjects.
No, I don't think that was just it. I think, the actual crimes were during her being undead and not free-willed.
Actually, it's more idiotic to judge in the manner you've mentioned, by just being undead. One good reason could have been that Kael was just suspicious and didn't want to risk an assassination or infiltration (spying-intelligence).That is truly idiotic. How can someone by judged for actions they did without any sort of control? Should a baby be judged if the mother dies during labour? Should a slave be condemned if his master orders him to kill someone?
That doesn't make him cowardly but smart. Why die when you can try again? The same Thrall & Jaina did during the Twilight of the Gods.Kael talked and acted all bravely, but he fled from Arthas when he started losing during the battle for Icecrown.
I don't remember the details.And by the way: in the first mission why there is a spot showing Illidan, Vashj and Kael observing the map, when they weren't togetheh by that time of the story?
Actually, it's more idiotic to judge in the manner you've mentioned, by just being undead. One good reason could have been that Kael was just suspicious and didn't want to risk an assassination or infiltration (spying-intelligence).
That doesn't make him cowardly but smart. Why die when you can try again? The same Thrall & Jaina did during the Twilight of the Gods.
I don't remember the details.
doesn't matter.In the book
That's weird. I don't remember it. Maybe, some sort of Easter Egg? Or?They are standing on a cliff close to the place Kathris meet Jolly, north of the mercenary building.
Thanks to tulee for making this one known to me.
-gold mines aren't invulnerable!? Also, circles of power. Same fountains. I think it's because you used the pick every uni on playable map trigger and disabled invulnerability after a scene
-few ramp visual glitches
-some transmissions run too fast
-unit animations freeze if they are used via the trigger. They need to be reset or replaced before they end
-the Wendigos can attack a building placed right at the cliff edge These creatures don't drop a thing
-Pirates of Darkwater
-why would you call an interlude a chapter? I mean that's not how WcIII did it anyway. I guess, it's like reading a book then
-two heroes with the same spell: Drunken Brawler
-pressing ESC to skip cinematic scenes is bugged as the whole map remains discovered and the camera does not reset
-if you decided to give boats food slots, why not also upgrade ones too when the enemy attacks you from the get-go with full upgrades? Ships are totally useless against aerial units since they have normal attack type and 0 light armour when the air units have light armour and piercing attack...
-I appreciate the huge gold amount on the starting mine but what about some exploring and expansion?
-the shipyard should have been placed near the towers to have some protection...
-upgrades are pretty much useless until you get infantry somewhere
-I restarted and now they only attack with boats. First time, I went to the nerubians nearby and after a short while they came with full upgraded Destroyers, Gargoyles and a Frost Wyrm
-no orbs for the melee heroes to attack air...
-nerubians come to attack when you build something near the shipyard...
-it's very annoying that you have to use a specific tactic to do it properly
-third time I restarted, they attacked me with Ghouls...
-the way to the pyre isn't too well defended; there's a problem though aside an Abomination respawning, the gargoyles have their HP restored to full for some reason. I actually thought you'd have to use a transport to get there...
-Jolly has the same icon as the Bandit Lord
-Goblin Merchant can be destroyed by the enemy... The funny thing is, you can repair it in mere 1-2 seconds
-no loot from neutral units? But there are some random items like Slippers of Agility+3 on the ground!?
-oh, wow 10th level dragons and near your base? Well, that's more than overpowered
-this level needs balance and tactics rework
-two undefended mines near each other?
-you realize you can destroy the enemy bases with the dragons? Or not because you have that trigger which instantly regenerates their everything
-this level's design is totally rushed
-units are still heard fighting (announcer) during the end scene
-could have found another model for the other crypt lord and made him a ranged intel hero for example
-I had Imapale on the caliph, not Carrion Beetles...
-oh, so now those mines are defended?
-at least you can still buy dragons... talk about diversity of gameplay...
-again, neutral buildings are not invulnerable
-90% of this level is just a copy of the previous one
-the pirates don't attack!?
-this level is filler
-you can buy ships from the enemy shipyard...
-the pandaren didn't have the items I left him with
-play music with the other trigger to not hear it through the sound channel
-you can briefly see the minimap before it fades to black mask after the intro
-where is Perenolde? I can only see Ragman; alright he's on the other side of the river to be met a bit later
-the land blighted without the sacrificial skull needed to be used
-Skeletal Artifact looks like Orb of Corruption
-only Salah can give the above mentioned artifact to the necromancer..
-there's a zone in the forest east of the southern blue base where you can go. It doesn't serve any purpose, there's nothing there; might as well fill the blanks
-for some reason Carrion Beetles are immune to the mines... Actually everybody is. Might it be a trigger error because I have not went yet to Ragman after the lumber quest? Same goes for the mines near the green undead base
-by the way, Ragman has no hero glow. You could have found another model for the hero though
-many ghouls from the lumber camp will just stand idly after some trees are down
-some quests don't have their requirements grayed after completion like the one with hauting the gold mine
-quest messages aren't nicely shown. Some colour, why not like in the original game? It's sometimes hard to follow the next thing to do especially when there's no modification to the requirements in the quest log
-during the scene with Perenolde, the crypt lords were raising scarabs
-maybe that Dalar Archmage at least level 6?
-funny thing about destroying the east bridge is that I've razed the southern human base with the heroes and a demolisher
-the western bridge can be destroyed by mortar teams attacking you while crossing it
-I really needed some boots of speed in this level
-it's good you don't have to wait 25 mins for Perenolde. Actually you don't even have to start the quest as it can be finished by liberating the pass
-killing Dal'Vengyr results in defeat... I did not get any quest about him, just went with the boat there
-you can still cross places where bridges were, and underwater
-instead of four circles of power to open/close the gate, there could have been only one with two abilities
-weird, Dal'Vengyr has a Sky Barge too. Why wouldn't he be able to think of an assassination stratagem too?
-lovely sky barge exploration (secrets)
-honestly speaking you can break through the paladin's defenses with ease even only your two heroes; Dal'Vengyr would have had little problems with his army
-odd that the green undead don't have any Shades to see yours
-saved the game in a new file (that should have been a game message so you can see it in the log in case you miss it) but now what? Well, Ragman had no ! sign this time
-the elves are attacking the Disease Clouds in front of the main undead base... Where did they even come from all of a sudde?
-the sky barge is automatically teleported in front of the huge unit selling cathedral if it goes over those little cathedral towers
-melee elven units will try to reach the disease clouds... and of course they can't but they do it; the clouds should have been invulnerable or even better have the locust ability
-well, how are you supposed to pass or them to you if the east bridge was destroyed, aside from the bug that you still can? Because reaching by ship or barge isn't too nice with all the towers
-time changing during the end scene
-a random swordsman recognized her especially in the ragged clothes and all, oh well
-but there were no others liches with Arthas during Silvermoon siege; anyways, a Sylvanas clone
-didn't know Dalaran was a school for rangers too...
-disease clouds can be destroyed
-Terrodar gains a level when killing a black arrow skeleton; not sure if enemy heroes should gain level in non-base building maps
-I love it that there are more ways to getting to the end, makes exploring viable
-when you break the chunks under the archway, some mushroom trees also fall down But just some Banshees?
-the goblin shredder has the Select User ability. Why? Also, the camera switches as if in cinematic mode when meeting him
-no idea how to get to the gold coins behind the gate just near of the starting cells. Blink moves the hero back in front of the gate, outside
-a lot of the fleeing elves are positioned as if guarding
-Jolly can reach level 8 while Kathris only 6
-the runes where the skeletons are in the place you teleport to with the dagger, the runes should appear after killing some of them
-so, I don't get it. You can use Charm on Spellbreakers which are immune to magic but can't on Naga Royal Guards because they have Resistant Skin!?
-looks like the naga even had time to build a base for a barbeque
-breaking the gate at the end will show a wall
-how did that spirit reach Jolly to Dalaran though?
-so, what's the thing with the Shade? How is it related to the thief and how did they find it?
-apart from the level being so small, there's a glyph in a box right in the beginning which temporarily shows the whole map...
-Salah's spells are not how I chose them...
-yet another filler level; really boring, killing units on the map
-what's a troll hut doing in a prison cell?
-chapter IIX? What!?
-oh my gods... now I don't have the ultimate on Salah as chosen previously...
-when the enemy attacked somebody gave bloodlust to my hero
-huh? I've got a Kelen's Dagger of Escape!? Noticed it after an hour
-destroying workers and production facilities should be enough,,,
-Salah finale: he isn't coming to the necromancer hall... worked when I started the level again. Heh, I was suspecting Coam for some time (levels) now. But meh, why would the Lich King do silly tests and waste his commanders and armies like that when they said they were runnig somewhat short of undead... Also, Coam is an idiot, absolutely.
-well, you kind of erased Sylvanas and replaced it with this Kathris
-killed all blood elves; should have made them stronger; hope they're not needed later
-I don't know, why would she think there would be anything left of Khadgar's expedition? Shouldn't she be thinking of Alleria instead for instance. Anyways, I doubt she should know of the second war
-netherdrakes sleeping during the night...
-the demons obviously outnumbered and outpowered the orcs but heh; also, what's that, he was going to declare his triumph!? What, was he stupid? Maybe the orcs or some of them would have ran somewhere until that idiot returned? Where was he going to move through anyway? There was no road to nowhere but a dead end to a cliff edge
-the Nether Dragon is more powerful than the pit lord
-this level could have just very well been a cinematic one
-she even knew the orc's name
-Melkisedek has no hero glow (+his selection circle is too big) but why does he have an infernal stone? He's not supposed to be a warlock... because of, traditionalists...
-Fel Wyrm without chaos attack?
-hehe boi, buying netherdrakes Kind of imbalanced if you ask me if you have the patience to raise a high upkeep army of them
-one of the grunts (on the left/west) was blocked between a barricade and a burrow
-that was nice. As soon as the nether dragon cooldown comes to 0, nether drakes come to the nest
-demon bodies were teleported or appeared between the town hall and the dragon nestl ok for some reason, they are multiplying. It possibly has something to do with them dying near the way gate to my base
-the revealing a player's outpost shouldn't be viable in campaign mode
-the trolls eliminated the blood elves; what the hell are trolls doing here as a power? Ogres are native to Draenor, so they should have been organized as a faction instead
-crap, the netherdrakes return
-there's a neutral town hall guarded by the gray orcs near a mine. I thought it'd be rescuable
-there's a town portal FX in front of the blood elven base
-"we have defeated the fallen orcs" but I have not, the draenei did... You can just sit around in the base and wait for most of your enemies to be killed by others...
-I don't think the watchers attack anyone
-after reaching 22 killed demons, they didn't quite come any longer
-how do the trolls get to the belves, only one way in?
-I think the watchers summon a level 1 Warden after their 4th level one dies and after you kill this one, they'll revive the other one
-90k mine in the mid!?
-draenei and troll buildings are a joke, they have 125 HP and 0 armour
-finale: there's some camera clipping (the underparts of the ground is seen) at the part with the frozen gate
It has a nice story and some good levels but it's lacking customized content and doesn't want to get out of the Warcraft almost at all.
No, it was just moved to the Approved section out of Substandard.Has there been any update or something like that?
Salah Ad-Din? Is this a third crusade campaign?
What's supposed to be happening in chapter 3 part 1? It says to hold out, but there's no timer. Also, what do I get for the optional quest? Nobody comes to help me, and I can't tell what I get
What's supposed to be happening in chapter 3 part 1? It says to hold out, but there's no timer. Also, what do I get for the optional quest? Nobody comes to help me, and I can't tell what I get
You have to find a way out of the island while holding against Salah Al-Din's forces.
The optional quest allows you to call for reinforcements.
Finally figured out the main quest. But what about the optional quest? I couldn't find where I was able to call for reinforcements
There is a small island located northwest of your base, close to the giant mountain. To reach it, blow up an explosion barrel that is next to a tree. Once it explodes, the tree falls and forms a bridge. Go to the island, defeat the undead there and go to the end of the island.
Right. I completed the actual quest, but nothing happened that I could tell
A fire is supposed to lighten up. One of your heroes has an item that allows this to happen.
It will take time for reinforcements to arrive.
Mission 2: I didn't see any reinforcements, I thought the next mission would have a different ending if the quest was completed. Also, why do the creeps reset on the next map? You pretty have to slaughter your way through them the first time.