• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Dalanar RPG

Status
Not open for further replies.
Okay, we are back with a more stable version.
There is still a few bugs but they are listed in know bugs.
We are working on them, and they should be fixed soon.
Anyways, enjoy the map and have fun playing.
Also i would like some feedback from the community.
The map isnt fully stable right now, i know it, but stable enought to get the gameplay.
 
Level 10
Joined
Jan 24, 2009
Messages
606
A Little Changelog For the New Bugg Fixes

Change List v0.25 (beta)

* Fixed hero pick system
* Fixed pyromancer bug
* Fixed hydromancers' icons
* Fixed druid icon-placement
* Fixed loot system
* Added new loadscreen information
* Fixed PvP error
 
Level 12
Joined
May 30, 2009
Messages
829
I was so disappointed in the beta. It doesn't have that RPG feeling, and nothing makes it unique from those other RPGs. Just one of the bad aspects of the map was the fact that you copied the loot system from Twilight Eve's ORPG (ignore if you don't know what that is). The loot system is basically, you enter a room with your drops, then type -done when you're done. I'm pretty sure we could get vJass loot system in there or something. And most of all, it's boring (no offense).

But then again, this is only beta version, so I'll hold onto hope for a while.
 
Level 8
Joined
May 31, 2009
Messages
439
Well aesthetics, I can guarranty it will get better. After all this our firs project to most of us, so lots of bugs and such are to be expected. Not to worry though, I am pretty sure that by the first release of the map it will be much better. I am pretty sure that if the problem is the terrain, we will be able to figure something out to make it more RPG-esque.

In all honesty I am a little disappointed myself more by the amount of bugs we encountered than by the actual gameplay. Personally. I find the fact that you have to stay in the same level for some time quite amusing because passing through the 25 levels in a jiffy would make the game much more boring if you ask me.
 
Level 8
Joined
Nov 29, 2008
Messages
462
Hi there.

Here is your review:

Terrain: 6/10 [Your terrain is easy but good.]
Gameplay: 3/10 [Isn´t it lame to do the same things?]
Game: 4/10 [Good heroes, a lot of Stages, no Quests or free world.]
Control: 5/10 [Normal Wc3 Control.]

Story: x/10 [No story found.]
Balance: x/10 [Not tested.]
Heroes: 8/10 [Cool heroes.]
Systems: 6/10 [Not much systems, but good ones.]
Units: 8/10 [Complete own units.]
Quests: 0/10 [There were no quests.]

Complete: 40/80 [A good ORPG, unique i think. But there is a lot missing.]

Tips:
-Make Quests!

Bugs:
-No Bugs found.

~Nurga
 
Last edited:
Nurga, long time no see! ;)

Anyways, thanks for your review and now i will begin answering you with alot stupd qoutes and make a very long message.
Terrain: 6/10 [Your terrain is easy but good.]
Totally agree with you. I will have to do something with the terrain. Its not the best terrain i have seen:razz: Anyways, when you are level enought to enter the highlevel stages the terrain is getting better :p
Gameplay: 3/10 [Isn´t it lame to do the same things?]
On this stage it is lame, but there will be some events and things to make the gameplay more unique and funny.
Control: 5/10 [Normal Wc3 Control.]
Yeps:xxd:
Story: x/10 [No story found.]
Will be added soon.
Balance: x/10 [Not tested.]
Some of heroes isnt balanced yet, but is not that much inbalanced.
Systems: 6/10 [Not much systems, but good ones.]
Thanks:grin: No more comments here.
Units: 8/10 [Complete own units.]
You should say 'Custom units wich really cool abillities and a good placement' :grin:
Quests: 0/10 [There were no quests.]
.. and dont think there will be added any. Its hard to do quests with this gameplay :p
Complete: 40/80 [A good ORPG, unique i think. But there is a lot missing.]
Thats true. Much things isnt stable and ready, but isnt that okay? I mean, its only beta stage :p

And now, my small note:

Nurga, thanks alot for the review.
I hope you enjoyed the unfinished gameplay and is still interested in further updates of the map. I hope my answers above is understandable, cuz i wrote them pretty fast. Anyways, thanks for your time, and i hope you will be interested in further development, and also i hope the beta version didnt ruin people's interests in the map :p

~x-omg-x
 
Level 8
Joined
Nov 29, 2008
Messages
462
I played up to level 7 with druid.
I think on battle.net the map will be more fun, cause you´ve got allies and people to talk with. :p

Looking forward for playing it up to lvl 60 or more :wink:
 
Level 8
Joined
Dec 20, 2008
Messages
170
- The terrain is rather poorly made.
- There's no story.
- And the gameplay... W00t, doing the same thing over and over and over again. Constant grinding.
- Heroes is good lookin though.


suggestions:
- maybe add a tilted camera angle, keeps the feel of the game a little more cooler?
- add some quests ^^


I'll maybe add some more suggestions, but it's only beta. Good luck further. ! :)

Overall good system and units.
 
- The terrain is rather poorly made.
- There's no story.
- And the gameplay... W00t, doing the same thing over and over and over again. Constant grinding.
- Heroes is good lookin though.


suggestions:
- maybe add a tilted camera angle, keeps the feel of the game a little more cooler?
- add some quests ^^


I'll maybe add some more suggestions, but it's only beta. Good luck further. ! :)

Overall good system and units.

Thanks for ur small review.
My newgen doesnt work right now, wich means the terrain cant be redone right now. And about the gameplay, yes its kinda the same again and again, but that will be slightly improved later on. First of all we needed to make it stable.
 
Level 8
Joined
May 31, 2009
Messages
439
Alright, here's my idea on how we can improve. I am almost done the story, so everyone will be able to see it soon :D. What I plan on making actually is a series of quests, given by someone on the map ( I got a good idea who it will be ) so the game stays a little more exciting. Some of them will include killing the bosses. ( Duh?) and some others will be special that you will just have to wait and see ;)

I am not modifying the terrain (someone else will do that), the triggers and systems are always in constant change, getting fixed and upgraded so it will certainly get better from now on.

Anyhow, that's what I got to say, and for the gameplay, after a few terrain changes and my quests, I think you'll find it a little less boring ;)
 
Level 7
Joined
Jul 18, 2009
Messages
272
Anyways, when you are level enought to enter the highlevel stages the terrain is getting better :p
Hi, I haven't tested the Map but I want to say something to this.

Please don't make the mistake to think that the early stages are less important than the later ones. The early stages are what everyone starting to play the map will see at first. Most players will probably base their decision wether they keep playing the map or not on their first impression. So if you make boring, ugly early stages, the amount of players who are going to reach a high level will be much lower than it could be.

Of course the high level stages are important too, but noone will ever see them if everyone decides to leave before level 10 because he can't stand the start-area-design.

A little piece of advice from someone who has played at least hundred different RPGs (and dozens of them were bad ones <_< ).

Whatever, good luck with your project. :grin:

/edit: btw, is my avatar visible? Because i can't see it and don't know why. :/
 
Hi, I haven't tested the Map but I want to say something to this.

Please don't make the mistake to think that the early stages are less important than the later ones. The early stages are what everyone starting to play the map will see at first. Most players will probably base their decision wether they keep playing the map or not on their first impression. So if you make boring, ugly early stages, the amount of players who are going to reach a high level will be much lower than it could be.

Of course the high level stages are important too, but noone will ever see them if everyone decides to leave before level 10 because he can't stand the start-area-design.

A little piece of advice from someone who has played at least hundred different RPGs (and dozens of them were bad ones <_< ).

Whatever, good luck with your project. :grin:

/edit: btw, is my avatar visible? Because i can't see it and don't know why. :/

Yo, thanks.
I know that the start area is very important too, but this is how its made.
When i started terraining it was really bad terrain. Then i was getting better and better and when i finished the last terrain i began to improve the bad terrain, but then i get the newgen problem that makes me unable to save the map(!!!). And thats why we released it without many improvements in the terrain and other things i were making. But, when i get my newgen to work again (i hope so), i will begin working on the map and do slightly improvements in everything. Thanks for your input.
And ermm, your avatar doesnt show up. Maybe its a wrong format or size.

~x-omg-x
 
Level 7
Joined
Jul 18, 2009
Messages
272
You could have waited with the release, couldn't you?
Then you would also have had time for bug-testing. ^^

My avatar has the right format and has a size of 99x99pixel and 25kb, so it should work...
 
Level 7
Joined
Jul 18, 2009
Messages
272
Ok, I tested it now. Looks better than I expected. :xxd:
I think this is the first or second map I played with a Paladin that was fun to play. :thumbs_up:

But some things bothered me, I'll write them down while playing:

- The terrain and the idea with the teleporter room and the stages look very much like Monster Master ORPG. ^^
- You can still select the heroes in the circle after choosing a hero.
- I felt pretty lost at the start in the big, empty city, and needed at least 5min to find some enemies.
- The Gnoll Archers have no projectile. Looks like they attack with telekinesis. ^^
- The arcane outpost that you can enter to get to the doctor has no pathing, you can walk right through it.
- The doctor looks just like all the other villagers. Makes it hard to figure out where you can be healed. I just found him by accident.
- The class descriptions under F9 are incomplete, even for the completed classes.
- "Wooden Shield" (+2 armor) and "Iron Shield" (+3 armor) have the same cost (20g)
- why is everything in the upper right corner permanently visible? (and the 2 cities too)
- "Mass Holy Light" heals the target 2x, is that wanted?
- the camera doesn't follow the hero when you go in or out of the loot room
- some shops sell standard items
- from the stages 1-8, all but #5 look the same... zzz
- the dummy created for "essence of divinity" seems to have the "worker" classification, sometimes when that spell is active, a "unused workers" symbol shows up. ^^
- it sometimes says "All Classes" and sometimes "All classes" in the item tooltips.
- when "essence of divinity" activates while "sunlight" is running, the "essence of divinity"-buff seems to stay permanently (but the enemies aren't stunned)
-stage bosses keep all their damage when all players on the stage die, makes it pretty easy to kill even harder bosses with some hit&run.
- you only get exp by killing creeps... a bit boring after lvl 10
- from time to time, there is a "our allied town is under attack" from the city at the left
- the "is" in the tooltip of "Holy Taunt" should be an "are"
- after killing a stage 8+ boss, nothing happens :(
- The Paladin can use the "Thorium Axe" that says "Requires Warrior/Berserker"
- no repick

wow, that was more than I expected when I started playing. ^^
Don't let it discourage you, I hope I could help improving this map. 6_6
 
Ok, I tested it now. Looks better than I expected. :xxd:
I think this is the first or second map I played with a Paladin that was fun to play. :thumbs_up:

But some things bothered me, I'll write them down while playing:

- The terrain and the idea with the teleporter room and the stages look very much like Monster Master ORPG. ^^
- You can still select the heroes in the circle after choosing a hero.
- I felt pretty lost at the start in the big, empty city, and needed at least 5min to find some enemies.
- The Gnoll Archers have no projectile. Looks like they attack with telekinesis. ^^
- The arcane outpost that you can enter to get to the doctor has no pathing, you can walk right through it.
- The doctor looks just like all the other villagers. Makes it hard to figure out where you can be healed. I just found him by accident.
- The class descriptions under F9 are incomplete, even for the completed classes.
- "Wooden Shield" (+2 armor) and "Iron Shield" (+3 armor) have the same cost (20g)
- why is everything in the upper right corner permanently visible? (and the 2 cities too)
- "Mass Holy Light" heals the target 2x, is that wanted?
- the camera doesn't follow the hero when you go in or out of the loot room
- some shops sell standard items
- from the stages 1-8, all but #5 look the same... zzz
- the dummy created for "essence of divinity" seems to have the "worker" classification, sometimes when that spell is active, a "unused workers" symbol shows up. ^^
- it sometimes says "All Classes" and sometimes "All classes" in the item tooltips.
- when "essence of divinity" activates while "sunlight" is running, the "essence of divinity"-buff seems to stay permanently (but the enemies aren't stunned)
-stage bosses keep all their damage when all players on the stage die, makes it pretty easy to kill even harder bosses with some hit&run.
- you only get exp by killing creeps... a bit boring after lvl 10
- from time to time, there is a "our allied town is under attack" from the city at the left
- the "is" in the tooltip of "Holy Taunt" should be an "are"
- after killing a stage 8+ boss, nothing happens :(
- The Paladin can use the "Thorium Axe" that says "Requires Warrior/Berserker"
- no repick

wow, that was more than I expected when I started playing. ^^
Don't let it discourage you, I hope I could help improving this map. 6_6

Thanks alot! Some of the things was allready know such as the allied town attack, and the item requirement thing. Anyways, i will notify the team, and then we will try to improve the map as much as possible, to make the gameplay better and less boring. Thanks for your time, and i hope you better like the map next time you play it. I can notify you when updated, if you want to play again. Anyways, thanks for your very long list with things to improve. And also its not bad with a big list of bad things. It means that the gameplay can be improved, wich isnt bad. It was bad if the gameplay was boring and couldnt be improved. I hope you liked the map and will play it soon again. Thanks.
 
Level 7
Joined
Jul 18, 2009
Messages
272
Oh, I liked playing it.

But well, there are possibilities to make it more interesting.
My suggestions would be:
- More items, some also dropped by non-boss-creeps
- More different landscapes, right now 1,2,3,4,6,7,8 and 5,9 look nearly the same (didn't see 10+)
- Quests
 
Level 10
Joined
Jan 24, 2009
Messages
606
Oh, I liked playing it.

But well, there are possibilities to make it more interesting.
My suggestions would be:
- More items, some also dropped by non-boss-creeps
- More different landscapes, right now 1,2,3,4,6,7,8 and 5,9 look nearly the same (didn't see 10+)
- Quests

well... More items woud be difucoult since our.... Leader... won't let me make some;(
X-OMG-X has a problem with his NewGen so he can't reterrain it before that is fixed....
And for the Quests.... We have a guy working on that .... His name is Mjllonir....

And for the Pala mass Holy light:p it's suposed to heal the target 2 times and the rest one time:p
 
Level 7
Joined
Jul 18, 2009
Messages
272
well... More items woud be difucoult since our.... Leader... won't let me make some;(
Mutiny!
A RPG needs many items imo. If you're not allowed to make them, make him make them. :ctwist:


X-OMG-X has a problem with his NewGen so he can't reterrain it before that is fixed....
And for the Quests.... We have a guy working on that .... His name is Mjllonir....
I know. I just wanted to make the "what would I add"-list complete.

And for the Pala mass Holy light:p it's suposed to heal the target 2 times and the rest one time:p
Nice. That spell rocks. ^^
You can btw clear dungeons relatively easy by rushing through and only attacking the boss. ^^
 
Level 10
Joined
Jan 24, 2009
Messages
606
If you like the pala that mutch... I made all spells(except the Essens of Divinity....)

But Thanks for the Review... I'm not too sure though what to add next....

but Mutiny wouden't do any good sadly... Well... atleast not yet..(mohahaha)

Next Bug Fix will come soon.... I think atleast...
 
Level 7
Joined
Jul 18, 2009
Messages
272
If you like the pala that mutch... I made all spells(except the Essens of Divinity....)
I only played the Pala, so I don't know how I like the others. :grin:
But yeah, for a Pala he's quite nice to play. (I normally don't like Palas)

One more suggestion: More spells per hero. There is enough space for 7 after all.
 
Level 7
Joined
Jul 18, 2009
Messages
272
It's gonne be 7 spells when Full is done:p Cuse only 4 in Beta You see:p
nice :)

And since you uselly don't Like Paladins i take that i Did a good job on him:p
Or maybe you did a really bad job and he isn't how a Paladin should be. xD
Who knows... :ned:
Having no ability that increases armor is quite rare for Paladins I think.

Why is every wc3-rpg-maker making his own forum nowadays? ^^
 
Level 8
Joined
May 31, 2009
Messages
439
Alright so here's what I have to say to your ig list Meome :

Red is not done
Green is fixed


- You can still select the heroes in the circle after choosing a hero.

I fixed this, or at least I think I did. What I did was add a fog of war once you chose the hero.

- The arcane outpost that you can enter to get to the doctor has no pathing, you can walk right through it.

I'm currently looking at the doctor, and I'm not too sure what yu mean by that.

- The class descriptions under F9 are incomplete, even for the completed classes.

I know how you feel, this one bothers me the most as well. I'll try to give a little extra detail in it for the next version.

- "Wooden Shield" (+2 armor) and "Iron Shield" (+3 armor) have the same cost (20g)

LOL. *Goes onto WE* and fixed XD.

- the camera doesn't follow the hero when you go in or out of the loot room

Uh oh...I'll pay attention to this.

- the dummy created for "essence of divinity" seems to have the "worker" classification, sometimes when that spell is active, a "unused workers" symbol shows up. ^^

It's not my spell, but I guess I can fix it up :)

- it sometimes says "All Classes" and sometimes "All classes" in the item tooltips.

I guess I can touch this...*Pokes item* *OMG attacks me*

- you only get exp by killing creeps... a bit boring after lvl 10

The quests I'm making will help make it a litle more fun :). I can say that the rewards will be extra gold (of course), Experience (always), and probably some tomes. Don't worry, there'll be much more to it than just that :p


- from time to time, there is a "our allied town is under attack" from the city at the left

I know what the problem is, I'll fix it. *EDIT* Actually it seems I don't...I'll still look for it though.

- the "is" in the tooltip of "Holy Taunt" should be an "are"

Thank you, and fixed.

- no repick

I did make a -repick option. What I did though was disable it for the BETA version, as it will only be enabled once all the heroes will be completed. (This way we can have more people playing the map)
 
Last edited:
Level 7
Joined
Jul 18, 2009
Messages
272
I like how you guys react to critique. :thumbs_up:
I fixed this, or at least I think I did. What I did was add a fog of war once you chose the hero.
This will make the screen go black for half a second for the other players who haven't chosen a hero yet (even if you create the fog of war for only 1 player). I had that problem in the map I'm currently working on.

I know how you feel, this one bothers me the most as well. I'll try to give a little extra detail in it for the next version.
lol, it's not that important. I just wanted to look up the abilities again, and there was stuff like "level 3: ...", and there aren't any abilities learned on level 3 afaik.

LOL. *Goes onto WE* and fixed XD.
Yeah, it was quite funny to see. Especially since they are sold by the same merchant. ^^

Well, does it really matter?
In the city not, but there is also a quite big empty space visible that doesn't look that good.

We didn't create all items yet
I hope so. xD

The quests I'm making will help make it a litle more fun :). I can say that the rewards will be extra gold (of course), Experience (always), and probably some tomes. Don't worry, there'll be much more to it than just that :p
Tomes? Like the stat-adding ones? Will the boni be saved or will they be temporary?
 
Level 8
Joined
May 31, 2009
Messages
439
Yeah I'm speaking of those permanent stat-boosting tomes. I'll look into the fog of war thing once more.

Thank you for all your comments and concerns :D. I'm currently working on them.

Ooh snap. From level 8 onwards there is no loot system, 207898 (Or whatever the numbers are) still has to incorporate it in. Sadly it's Jass and I'm not too good in it yet, so I won't be able to fix it.

And for the record, if people didn't critique there wouldn't e anything to fix now is there :p
 
Last edited:
Level 3
Joined
Sep 24, 2009
Messages
50
Yeah I'm speaking of those permanent stat-boosting tomes. I'll look into the fog of war thing once more.

Thank you for all your comments and concerns :D. I'm currently working on them.

Ooh snap. From level 8 onwards there is no loot system, 207898 (Or whatever the numbers are) still has to incorporate it in. Sadly it's Jass and I'm not too good in it yet, so I won't be able to fix it.

And for the record, if people didn't critique there wouldn't e anything to fix now is there :p

lol.. OMG didnt have the items above level 8..
So i dont have anything to put them unless you want repeated drop lists.
:/
Its fairly easy to register the items.
I will probably put the instructions into the system some time later :grin:
 
lol.. OMG didnt have the items above level 8..
So i dont have anything to put them unless you want repeated drop lists.
:/
Its fairly easy to register the items.
I will probably put the instructions into the system some time later :grin:

Thats true, but maybe i have a nice idea how we can do them. It will take some time but possible. I create the items in a test map and then somebody imports them into dalanar rpg.

[EDIT] And mjllonir, thanks alot. You really do it great.
[EDIT] Lol i have been really slow. You guys posted about 10 comments without i have seen it. Anyways here is a qoute:
Naitsirk said:
It's gonne be 7 spells when Full is done:p Cuse only 4 in Beta You see:p
Lol, u say many wrong things. There wont be more than 4 skills. Or, maybe we could add some in the future. But there will be a spell-purchasing system, wich allows you to buy skills from different shops.
 
Last edited:
Level 8
Joined
May 31, 2009
Messages
439
True. Anyhow, Here is the current changelog (It's long) :

  1. Added Quests
  2. Fixed hero spells (Some weren't done)
  3. Fixed the small mistakes from the text MeOme noticed
  4. Put a black mask in those areas that are not taken in the "Inside Area"
  5. Changed the Changelog (Compressed all in one)
  6. Changed the Quest Log
  7. Added a multiboard for quests
  8. Fixed the Done system
  9. Fixed the Hero pick system

I know there's more, I just can't think about it at the moment...I'll add it later on if I can remember them. And I kno it doesn't seem like much, but notice it took me 4 hours for all of this, + the testing to make this all work out.

Now I think I've done a lot of changes for this thing, so I changed the version to v0.25b if you don't mind, especially because of all these fixes and that I added quests :D.


*Now, here is the important part

I think that is we all fix up our parts a bit, like our spells and our systems that we know may need fixing and that we know there are bugs. Also, if OMG is ready to make some more items, and if I can finish the quests soon, I'm sure we can get this map online soon, as an official BETA version. (I think our current one is a little sad at the moment) I will send the map out to the team once I get at least a quarter of the quests done, so we can actually get a taste for the quests, if it improves gameplay and such :).
 
Yo mjllonir. Thats true, the map isnt that good right now. Maybe it should have been an alpha :p Anyways, nice changes and if we can find someone to import all the items i will go to work. I think its fine if i just do about 20 items for now, cuz i think 50 items is pretty much to import at a time. Anyways if someone of you guys in da team want to import, i will start working.

[EDIT] Yo, i need your help, everybody! Check this link for more information.
 
Level 9
Joined
Dec 17, 2008
Messages
499
^ That changelog isn't long.
Twilight's Eve 1.14 Changelog... Now that thing is long... about 120 things.
 
Level 3
Joined
Sep 24, 2009
Messages
50
You can actually just create the items in the game itself..
I just need the itemID and which stage it is for and the system will register the item..
 
I'll see what i can do against this problem.

Thanks. But i dont think it can be fixed. Maybe we can make it stay in the stage but i dont think we can fix it totally, without massing blockers everywhere. Anyways when mjllonir has finished his update i will send you an unprotected version, so you can try to fix it.

[EDIT] 270898, i cant save the map..
 
Level 8
Joined
May 31, 2009
Messages
439
I'm going to give out the update to the team soon, (as soon as I figure out a small bug in the multiboard). This way you can get a taste of one quest already done. It will also have all the other changes Ive made to the game as well, though most not visible until you test the game out with friends ;)

To make the whole thing go faster, if I don't fix the bug by tonight, Im putting it on my pastebin and sending you all the link to it. This way we can all work on it.
 
Level 8
Joined
Nov 29, 2008
Messages
462
At the version i tested, the Fireball of the Pyromancer did not damaged. It only stunned. Is this fixed yet?
 
I noticed that as well Nurga. Yes I did fix it ;)

Oh and btw OMG, I was looking at the first page and I noticed that one of left player name bugs, I fixed that as well ;)

Thanks :p Also please disable the 'give ressources to allies'. I have made items for 2 stages, and i need to know what units there is in stage 10 and 11:razz:
Then i will do the items, a quest item and send it to you.
 
Status
Not open for further replies.
Top