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Floodland

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Level 2
Joined
Sep 17, 2011
Messages
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This is my brand new first ever map. The idea of it is that a flood has drowned a town and the villagers have scattered and are helpless throughout the map. Bandits are also in the area.

Created by : FriendlyAbomb
Current stage: beta? unsure...:)
Summary: Rescue the stranded villagers and destroy the raiding bandits!
Features: Mainly a demonstration/trial of terraining. Tried a lot of interesting things that I have read about. Negative rotations and such. The flood idea makes for a lot of interesting opportunities.

Tell me what you think!

Here's some screenshots:

Bridge is out!
FloodBridgeOut.jpg


Broken Fountain is flooding everywhere!
FloodBrokenFountain.jpg


Flooded graveyard!
FloodGraveyard.jpg
 
Level 13
Joined
Jun 1, 2008
Messages
360
I played it, and here are some remarks:
- I think it would be good if the villagers were walking away (to the starting point) when you save them, and instead of "Villagers rescued" I'd display "Villager: Thanks for rescuing us" or something.
And you should add some kind of reward for rescuing them (experience/gold/items etc)
- When the lever is used you should create a visibility modifier at the door so you see what's happening; and afterwards reset the camera and pan back to the hero
And the way you have to go back is a little too long in my opinion
Unfortunately I played in single player mode so I couldn't even alt-tab the game :/
- First it was too easy and then I got pwned by the level 10 dragon turtle (in the east).. and afterwards I saw there also is a level 10 hydra further on o_O
The terrain is not bad, but except for reminding of the war3 roc campaign I don't really like the Lordearon Summer tileset...

Suggestions
- Respawn points (I ironically found an ankh of reincarnation right before I died, but my hero was circled in so I couldnt grab it lol)
- Random events, like bandits overruning a city you just arrived in, and you have to save as many villagers as possible before they die
- New unit types and spells, more fast paced action instead of killing creeps with X hit points all the time... maybe some mini-games (like walking over a certain bridge between brushing waves)
 
Last edited:
Level 2
Joined
Sep 17, 2011
Messages
6
Some adjustments

Thank you kleinerhauck for taking the time to play my map. I did spend a lot of time on it and am glad that someone got to experience it. As to your comments they are likewise appreciated. Here's what I've done.

-I agree with you about the villagers. It was strange for them to linger after they have been rescued. They now all appropriately run back to a location once they have been rescued.

-As far as rewards go I was already struggling with giving the player too many items and gold so I decided not to directly add rewards. Many of the destructibles already have items in them, and because many of the destructibles are located where the villagers are discovered I believe that suits as a sort of reward.

-I changed the camera so that it panned to the doors that were opened on the switch activation and added a visibility modifier to the region. The way the camera moved before was strange. It screwed up the whole view.

-You are right about having a ways to walk back to the start. This occurred to me as well but I was too far in to bother to change it.

-Bandits overrunning sounds like an awesome scenario but it is not something I was planning on implementing in this map. It is my first map and as such I was trying to keep triggering, AI, and questing relatively simple.

-I have noticed a general dislike for Lord. Summer in some of the tutorials I've been reading. I realized this but went with it anyways because it more closely resembled the city/village layout I was imagining. I did however heavily adjust the tileset to include other tiles. My favorite being one from n the ashenvale tileset that sort of looks like algae (grassy dirt or something) I also used Ashenvale trees instead of the Lord. Summer trees

I am reuploading the map with the only real change being the villagers escaping thing.

Thanks again for the advice and for taking the time to view my map :):ogre_haosis:
 

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