- Joined
- May 4, 2007
- Messages
- 2,260
okay, what were the bugs? and what is your opinion?
Weell werrmm i have a LOT to say. Here there is a list of bugs, things i don't like and suggestions.
1 - I managed to kill the death knight alone. It is not impossible to do it in single player, and i probably have the replay. Which leads us to the question, perhaps enhancing a single player mode would be a good idea. According to one of the rules to create successful maps, "maps with both single player and multi player modes are better, because they allow people to play in team and to train alone".
2 - I can also see that you took great care with the terrain and it is very good in deed. You managed to divide a medium map into a large map with forest and cities with creeps and quests. However, the paths in the upper forest (where you start after choosing the hero) need to be larger in order to allow team game play. Fighting in restricted areas does NOT improves team play. Your map needs to have larger paths so that various player can fight in team. To solve this problem, i suggest the creation of an "epic" map size. Epic map sizes are normal in RPGs not because it is fun to say that our map is big, but because they are needed. Your map has similarities to RPGs, and so it should be bigger.
3 - Creeps. The creeps are too easy to kill, and there is not a narrative beyond them. You are using the RPG system to create groups of creeps. RPG system determinants that creeps are created and placed in a random order in the map. This is bad, it destroys your narrative.
I suggest you using the ladder system for creeps. Ladder system determinants that creeps are always in small groups (2-3) when in forests, to defend an area (their spawn area), and medium/large groups when they protect something (6-7 when protecting a gold mine or a shop). Goblin shops in ladder are an exception, sometimes they are not protected in order to allow player free access, but when they are protected they have small groups doing it.
The strength of a creeps groups must also be proportional with the size of the groups. Small groups with weak units, large groups (5 max) very strong units.
In your map, i found small groups of trolls in the forest (good) defending no area (very bad) and with no space to allow a team fight (very bad). Later when exploring your map i killed alone huge groups of ogres and trolls with only 1 hero.... This is bad. First, the groups of ogres was protecting nothing, they were just there (bad). It better if you have less units (but stronger) defending something that is worth reaching (like the dragon shop defended by morguls [good]) than lots of units defending nothing. Also the trolls defending the north shop were 2 many, but still very easy to kill. You should add a shop guardian or something with a story, it will only improve you narrative and give more suspense to the game. Guardians also leave great rewards most of the time.
In most cases all huge groups of creeps were easy to kill, and i did it alone ... In team game it will be even easier. You should try to add an intelligent creep system with spells and so on (program the behavior of creeps is not that hard).
In summary your creep system needs a great improvement.
4 - Quests. When the game starts, players should have free access to all quests. I mean that players should KNOW that quests exist in the game and that they can be played. Allowing players to know the existence of quests would greatly increase the competition between death knight and hunters in order to accomplish them first, which would be good for team play.
The key quest The was the only quest i was able to discover. It makes no sense that while you are killing trolls to reach the shop, you get a speech and a quest at the same time. It's just very confusing.
You should allow the quest only after you killed the shop guardians or something like that.
Also, after discovering the quest, i didn't know what do to .... " he told me something about a forest lol ... where the hell is it ?!" This is the question many people will do.
When telling players to reach the forest, you should also give them a direction, like go up or go down, or defeat the nether guardians and return my key.
The narrative of this quest is not much good. A man says that a child has his key ... Then you find the child trapped by nether dragons ... why ??? It makes no sense.
An alternative to fix the narrative in order to make it a web: Hi, my son was kidnapped by some monks far to the nether forest (left map corner)!!! I wanted to sell my boat in order to get gold and buy mercenaries to rescue him, but my son has the key, and no1 will ever buy my boat! I fear i will never see him again!!! Please rescue my son !! if you do so, i will reward you greatly !
The narrative makes more sense because:
a) The nether forest has several ghost monks (great job they look very very good, and they are 100% ok in the forests ambiance) who disappear and appear, thus making it easy to kidnap children.
b) monks and nether dragons are together forces of the evil legion, thus they want chaos and havoc among azeroth.
c) the monks placed the children in a cage in order to sacrifice it to the demon masters (like the orcs sacrificed human in the camp, you can also sacrifice children. It is ok, since you are trying to open the gate for the legion as well as the orcs)
d) You can have free the children, have the keys, and make the children follow you hero to it's father, instead of leaving the poor kid alone in the forest to die (lol).
I also say that the nether forest is one of the best forest you have created, as the strong nether dragons are in a small group defending something worth reaching (just like in ladder system).
5 - I think this is nearly everything from the key quest so i will move on.
The hero selection system.
Your hero selections system is very basic, old and takes a lot of space from you map. Space that you will need for creeps and paths.
I suggest a Tavern system (which is more intuitive and takes less space) or the Vexorians system. You all know the tavern system because it is basic as well, doesn't space at all and because it is very intuitive as well.
I have a tutorial you may be interested in.
Vexorian's system is however more complex. It uses part of your system, but when the player clicks the hero, the player can actually see the hero casting abilities, and the player can see what those abilities do.
It's up to you.
6 - "Heroes"
a) Icons. You had a lot of research in your icons, and they are actually good. I am impressed. Not comments to say.
b) Models. Your maps as lots of new icons, but still, no new models. I believe that in order to make the game more interesting you should use new models, or new skins.
c) Abilities. You have some custom abilities, but they are not enough. A map with such quality should have more custom abilities in GUI, JASS/JESP. THW has a very rich vault of such abilities, and you could (and should) replace old abilities (like wolf, searing arrow, and avatar in sniper) with fresh new abilities.
7 - Items. Your items are way very balanced (which is very good).
Balance in price and quality was achieved. Congratulations.
However you you summon a bronze dragon it has a bug - you summon a dragon with the WOLF spell. This is a bug many people will see. Is it important ??? Not for game play, but it is important, as it decreases the quality of your map. Continues on next post
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