Moderator
M
Moderator
06:46, 5th Jul 2011
-Kobas-:
Status: Rejected
-Kobas-:
Status: Rejected
(5 ratings)
i forget about 1 thing.ur fel orc worker cant build altar.
Edit1id the fel orc grunt use mana?if not pls remove it.
Edit2:the Fel orc crossbow and Fel Orc kodo beast cant upgrade damage and armor?Oh ya pls change ur fel orc crossbow and watch tower to chaos damage type
maybe u can add some lost satyr finding for their group master.the lost satyr consist two worker and some weak satyr.Some creep has captured the the satyr group master.i mean u should add 1 more player for the lost satyr.the lost satyr can build army they save their group master.note the group master is hero.
edit 1:Oh i forget about ur terrain.It bad but maybe i can help u ^^
eh slayer can u write ur change in ur details?use BB code.
See heres the problem, the Fel Orcs use the same Watch Tower as the regular Orcs, so for now, I can't really make the Watch Tower do chaos damage. As a matter of fact, all Fel Orc buildings are the Regular Orcs' buildings.
Are you sure that the ability's coordinates on the interface do not equal with the coordinates of your trained units'? Here is a pic of how the values are representing each slot:
View attachment 91513
You could create a different (Fel Orc) Tower, and just use the player properties like you did for the other units to ensure only P1 can build it.
The Fel Orc race can currently train an unlimited number of heroes, which isn't really a good thing (unless that's what you intended). The only way around this I could find is by replacing the melee nuetral heroes with the ones you intend for the fel orcs (model file, settings, etc...). While you do have the Melee Game - limit number of heroes per hero type to 1 (for all players), it doesn't apply to the custom heroes. This may be due to the fact they're based off of campaign hero units.
//\\oo//\\
erm slayer maybe u can put some switch for fel orc door?It hard when u nid ur army get thourgh it then open d ==
Description Verdict The description is short and could use some more information on the map itself; however, the description is good enough and passes.![]()
Gameplay Verdict The map is basically an altered melee but the main focus is the fel orc race (which is just a rename/model changed version of the orcs. It starts out slow... and doesn't really pick up. As Fel Orcs, your hero is totally bombshell, however, in the event that the enemy is smart they could easily rush you and end the game within 5-6 minutes (or less if they're pro) – a night raid specifically (first cycle). Rescuing the Satyr was never that big of a priority yet seemed like the main goal (among killing everyone) for the Fel Orcs. Overall the game lacked any major orginality and the Fel Orc race could have been a bit more crisp.![]()
Terrain Verdict The terrain was the most lacking of all; if it was improved, along with the triggers, it could just maybe get accepted. But that's a long shot. The terrain was mostly large chunks of one tile with some makeshift roads inbetween a massed forest.![]()
Interface Verdict As far as leaks go, there were a few groups that needed to be destroyed. Additionally, there were tons upon tons upon TONS of wait functions – most of which did not even need to exist. Upgrades had descriptions for the human race (simply placed on an orc structure), and the alignment of the Fel Orc barracks' unit icons was rather poor (their main structure it seems throughout the game; warlocks weren't that useful). Several things need to be improved here before it meets submission guideline standards.![]()
Replayability Verdict There is no incentive to play this map more than twice: once as Fel Orcs, once as the four-manned team. However, this does not limit the map in any crucial way, and replayability does not hinder its chance for approval.![]()
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My suggestion to you would be to start over from scratch with a new idea.
This map cannot be approved since it doesn't meet the minimum requirement for a melee/altered melee map. It has to have alteast 2 goldmines per player on the map. Also the map type should only just be altered melee. The terrain doesn't seem balanced or very creative.
-needs some major terrain, trigger, and balance touch ups; the placement of goldmines and creeps seems random as well, and not every player has an actual route to their designated expansions.
Description Verdict The description is short and could use some more information on the map itself; however, the description is good enough and passes.![]()
Gameplay Verdict The map is basically an altered melee but the main focus is the fel orc race (which is just a rename/model changed version of the orcs. It starts out slow... and doesn't really pick up. As Fel Orcs, your hero is totally bombshell, however, in the event that the enemy is smart they could easily rush you and end the game within 5-6 minutes (or less if they're pro) – a night raid specifically (first cycle). Rescuing the Satyr was never that big of a priority yet seemed like the main goal (among killing everyone) for the Fel Orcs. Overall the game lacked any major orginality and the Fel Orc race could have been a bit more crisp.![]()
Terrain Verdict The terrain was the most lacking of all; if it was improved, along with the triggers, it could just maybe get accepted. But that's a long shot. The terrain was mostly large chunks of one tile with some makeshift roads inbetween a massed forest.![]()
Interface Verdict As far as leaks go, there were a few groups that needed to be destroyed. Additionally, there were tons upon tons upon TONS of wait functions – most of which did not even need to exist. Upgrades had descriptions for the human race (simply placed on an orc structure), and the alignment of the Fel Orc barracks' unit icons was rather poor (their main structure it seems throughout the game; warlocks weren't that useful). Several things need to be improved here before it meets submission guideline standards.![]()
Replayability Verdict There is no incentive to play this map more than twice: once as Fel Orcs, once as the four-manned team. However, this does not limit the map in any crucial way, and replayability does not hinder its chance for approval.![]()
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This + Ironside post.This map cannot be approved since it doesn't meet the minimum requirement for a melee/altered melee map. It has to have alteast 2 goldmines per player on the map. Also the map type should only just be altered melee. The terrain doesn't seem balanced or very creative.