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God Save Kharanos! v1.00a

322534-4ad3e5a2b4f1a89997872ac9f44b628e.jpg

GOD SAVE KHARANOS!

"Become Brokk Rustbeard, a passionate engineer, and see into what his return will develop."

OVERVIEW

An RPG-styled adventure map, that develops just from the start: play as a dwarf engineer, craft illustrious inventions like beer-o-matic or chicken-morph ray, and smash anyone bold or stupid to stand in your way!
Meet enigmatic characters: from "Captain of People", a female James Bond or even fight against the weirdest cult you ever met - the cult of chicken!
And answer the question - will heroes ever rest?

For better ambiance, I suggest you play with Warcraft 2 Human OST selected in the Warcraft 3 Reforged menu - believe me, it delivers a proper story vibe!

STORY

"Dun Morogh.
This place holds unfathomable treasures beneath and vibrant life above. Just imagine: never-sober dwarves, rationalistical gnomes (and leper-ones, yeah), hated frost trolls - all of those, along with others like troggs or wendigo, - share this lovely valley as their home, a place of constant stories and strife.
But this story is different from others.
Take reign upon the life of one illustrious engineer among dwarven-kin - Brokk Rustbeard. Returning from Blackrock Depths hopelessly tired, he wants only 3 things:
Ale, sleep, and craft.
...But, as always, life has its own plans - and you will find out what.
"

FEATURES

EASY STORY, LAD!
Simple storytelling - more action, less cinematics.
All cinematics are skippable and if you want - you can always continue gameplay after finishing the map.

INDUSTRIAL CRAFT
It would be a disaster if you couldn't craft inventions!
Find spare parts and blueprints, hidden across Dun Morogh, and craft those illustrious things.
Will you find them all?

ALWAYS ON GUARD
Dun Morogh is a peaceful yet dangerous land. Someone will ignore you, yet someone will try to tear you apart.
But don't worry, lad, - your inventions are superior to their claws or magic...
Right?
...AND REMEMBER - FOR IRONFORGE!

MEDIA

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VIDEO WALKTHROUGH

by @The Nightmare Book, aka myself:

CREDITS

CHANGELOG

  • Map was released, on 22.02.2025!
  • Updated map UI with "Steamanism UI", made by keepitmovin;
  • Now player deals 103% damage to his enemies;
  • Now Brokk should properly respawn after death, if Brokk has repaired his Respawn Station in Workshop;
  • Minor tweaks across the whole map.
Previews
Contents

God Save Kharanos! v1.00a (Map)

Reviews
deepstrasz
The fort in the southwest can be shot at by right clicking. I suggest different looking crates for those like in the workshop to avoid confusion with those you can break. Some transmissions during cinematic scenes run too fast. A lot of inventory...
Level 2
Joined
Feb 23, 2025
Messages
1
I really enjoyed this map. The gameplay is simple and clear, with humor and the traditional dwarven atmosphere mixed with steampunk. However, I wasn’t quite prepared for the fact that death would be permanent during the fight with the bomb robot in the arena. I was hoping on the Tesla tower, which was supposed to resurrect me, right? I also noticed something strange—the guards reacted to the wolves from the forest but didn’t help when thieves attacked. The path blockers for decorations will be added in future patches, I assume?

Anyway, I’ll definitely return to this map to see the story through to the end. Cool!
 
Last edited:
Level 30
Joined
Jun 11, 2017
Messages
996
I really enjoyed this map. The gameplay is simple and clear, with humor and the traditional dwarven atmosphere mixed with steampunk. However, I wasn’t quite prepared for the fact that death would be permanent during the fight with the bomb robot in the arena. I was hoping on the Tesla tower, which was supposed to resurrect me, right? I also noticed something strange—the guards reacted to the wolves from the forest but didn’t help when thieves attacked. The path blockers for decorations will be added in future patches, I assume?

Anyway, I’ll definitely return to this map to see the story through to the end. Cool!
Hello there!
  • Yeah, challenges in Crackmind Arena are even restricting you from using spells or summons (but not items, if you have them - use them). Let's say that bomb bot just evaporates you into thin air. This is single scenario when you are limited to 1 life. You have an additional movement boost ability, it will surely help :)
  • About guards: dwarven hidden solidarity, I assume.
  • Path blockers? Maybe I oversaw something and missed placing them - will check it out in the future.
Thank you for your review and It's a pleasure to see that you have enjoyed its story and gameplay.
 
Last edited:
Level 8
Joined
Mar 11, 2020
Messages
114
love the gameplay and story short and sweet rpg the tank at the end was a blast would love some more similar maps im glad that saving / loading didin't bug the models with 2.0 and all really enjoyed it great work could maybe add some more content in the map and side quests maybe anyways :wthumbsup:
 
Level 30
Joined
Jun 11, 2017
Messages
996
love the gameplay and story short and sweet rpg the tank at the end was a blast would love some more similar maps im glad that saving / loading didin't bug the models with 2.0 and all really enjoyed it great work could maybe add some more content in the map and side quests maybe anyways :wthumbsup:
Thank you for your review!
It's short, sweet, and a blast to read. There are 2 side quests like collecting all blueprints and killing all elite bears.
About adding more content - maybe in the distant future I will add some variations to the main quests and secret blueprint.

Thank you, I appreciate that.
 
Level 7
Joined
Jul 22, 2021
Messages
65
DISCLAIMER: I haven't played your map yet, only watched the walkthrough video. I thought it was unreleased when I stumbled upon a thread in the "Map Development" section, after I finished writing my post I found it to not be true :xxd:. So my comment below is not based on my actual gameplay, although I plan to play it and hope to write the actual review.


First of all, the premise of an engineer crafting fancy stuff as the protagonist is very promising indeed. After I finished watching your video the abilities live up to that expectation.

I love the idea of a map with (what seems to be) a cozy vibe. Dun Morogh is such a lovely place I have fond memories of. The story introduction is very smooth.

Ability to continue playing the map after finishing its story hints it to be an open-world alike? Especially with the premise of searching for blueprints and parts for crafts, which also reinforces the setup of an engineer protagonist. Spawning after defeat also fits that idea (like spawning stones in Rexxar campaign, right?).

Also, I like your choice of SD graphics, which I'm a big fan of. Love these huge trees 🌲
Regarding the environment itself, it's well designed i.e. props, models and fits the overall theme but it lacks some height to break up the space (remember Dun Morogh is a mountainous area) and possibly some ramps, so combat could be more engaging - limited sight, potential dangers or taking advantage of it as a player - imagine the fight with that bear you were running away from and using some of the stuff I mentioned above. It wouldn't be hit and run as you presented on your video.

Leveling seem to be very slow, is there any reward besides stats increase when you ding your way up?

You might want to introduce a fast travel to the workshop (as it seems that as a player you will often want to go back there) to reduce boring backtracking like teleport or screen dim-out/brightening to portray that some time has passed. If not that, then perhaps add scripted "random events" after reaching certain milestones or timed respawns. For example, after defeating Thinbeard you can spawn some Dark Iron squad to ambush the hero on the way back to the workshop - you get the drill. :wink: I guess you can omit this step when you are indeed close to the workshop (like after the Tinkertown sequence).

I wonder if there is any reason to go off the critical path (the roads). So far you showcased pretty much how you, as a developer, believe players would progress through your level. Well, guess what - they will do it their way most of the time :gg:

You intertwine story and mechanics introduction pretty well in my opinion, but it will be even better when i.e. a player is introduced to the vendor with food when he actually needs it, otherwise chances that he'll forget about him altogether are increasing over time. Maybe you encounter that vendor for the first time when he's in trouble and after the skirmish he rewards you with a slice of bread to eat, and then enables himself as an actual vendor you can buy stuff from. You seem to be very creative and can probably come up with something better than the idea I just mentioned.

During the dialogues with NPCs you can let the player (unless the setting requires it to be otherwise) to move around and not lock the camera, in my feeling it occurs too often and interrupts the gameplay flow, or maybe it's just me.
It's not like the player will not read the text (it appears on the screen with big letters already) and even if so, he can always look up the log or briefing in the quest tab.

The Bomb Trial looks too easy, maybe spawn at random areas some "slow bombs"? :)

PS. Do you plan to add AI-generated voiceover?

Overall, you did put tremendous work into this map. Good luck in further development & can't wait to play it myself!
 
Level 30
Joined
Jun 11, 2017
Messages
996
First of all, thank you, @Mashira, for that humble review-but-not-review! :D

I love the idea of a map with (what seems to be) a cozy vibe. Dun Morogh is such a lovely place I have fond memories of. The story introduction is very smooth.
Indeed it is. Albeit this map represents a part of the map, like missing New Tinkertown, Dwarven starting area, or areas near Loch Modan or Badlands.

Ability to continue playing the map after finishing its story hints it to be an open-world alike? Especially with the premise of searching for blueprints and parts for crafts, which also reinforces the setup of an engineer protagonist. Spawning after defeat also fits that idea (like spawning stones in Rexxar campaign, right?).
Actually, "God Save Kharanos" presents simple openworldness: you are limited by your main quest progression, but you can complete side quests whenever you want to.
And, a little spoiler, after finishing the main storyline, the the player can continue or end his walkthrough, finishing all the stuff he had missed or forgot to complete.

Regarding the environment itself, it's well designed i.e. props, models and fits the overall theme but it lacks some height to break up the space (remember Dun Morogh is a mountainous area) and possibly some ramps, so combat could be more engaging - limited sight, potential dangers or taking advantage of it as a player - imagine the fight with that bear you were running away from and using some of the stuff I mentioned above. It wouldn't be hit and run as you presented on your video.
Well, the terrain was made to be as simple as possible. During development, it featured some openness and hidden alcoves here and there, but eventually, I streamlined it for causality. But I like the way you thought! Maybe I will use such moments in my other projects...

You might want to introduce a fast travel to the workshop (as it seems that as a player you will often want to go back there) to reduce boring backtracking like teleport or screen dim-out/brightening to portray that some time has passed. If not that, then perhaps add scripted "random events" after reaching certain milestones or timed respawns. For example, after defeating Thinbeard you can spawn some Dark Iron squad to ambush the hero on the way back to the workshop - you get the drill. :wink: I guess you can omit this step when you are indeed close to the workshop (like after the Tinkertown sequence).
I will probably add some more stuff, like more quest walkthrough variability in some places. And... There was a planned special building for teleportations, but once again, I thought that map was small enough and you wouldn't do much backtracking.

You intertwine story and mechanics introduction pretty well in my opinion, but it will be even better when i.e. a player is introduced to the vendor with food when he actually needs it, otherwise chances that he'll forget about him altogether are increasing over time. Maybe you encounter that vendor for the first time when he's in trouble and after the skirmish he rewards you with a slice of bread to eat, and then enables himself as an actual vendor you can buy stuff from. You seem to be very creative and can probably come up with something better than the idea I just mentioned.
I didn't show it in the first video, but it will be in the next one: there is a hidden goblin merchant, whose unlock mechanics are close enough to what you have described.

During the dialogues with NPCs you can let the player (unless the setting requires it to be otherwise) to move around and not lock the camera, in my feeling it occurs too often and interrupts the gameplay flow, or maybe it's just me.
It's not like the player will not read the text (it appears on the screen with big letters already) and even if so, he can always look up the log or briefing in the quest tab.
Am I locking the camera? :con: I just pan it on dialog start and pan on hero after finishing. Rest is assured - you can move the camera anywhere you want to.

The Bomb Trial looks too easy, maybe spawn at random areas some "slow bombs"? :)

PS. Do you plan to add AI-generated voiceover?
Bomb Trial was easy cause I already knew what to do. Some folks already reported that they managed to get busted by bomb-bot. For myself, I think that this silly set of trials is nice. If I will add a hard mode for this map, I'm sure to use your suggestion for Bomb Trial...

About AI-voice lining: currently, I'm not in the disposition to use a budget for such things, but maybe in the distant future I will add that.

Overall, I thank you again - it was a pleasure to read and answer :)
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,262
  1. The fort in the southwest can be shot at by right clicking.
  2. I suggest different looking crates for those like in the workshop to avoid confusion with those you can break.
  3. Some transmissions during cinematic scenes run too fast.
  4. A lot of inventory space is occupied by items (generally quest ones) which could be variables instead.
  5. Crafting items in the workshop could be tomes not to need free inventory space.
  6. Wildheart Talisman talks about nature but says it heals mechanical but it can heal the hero.
  7. Thomhide (or whatever the bear is called) can be killed in one shot with the Seaforium Bomb if it's under Chick-O-Mator. Same with Frostclaw and Grizzlemaw.
  8. Generally those two abilities are quite overpowered, especially the second one which can be used on stronger units as well lasting a lot.
  9. Steam Slammer's selection circle is invisible/too small.
  10. Would have been nicer for you to break the gates with the tank.
  11. The steam slammer regenerates quite fast (not mentioning you can even bring it back if it dies with the spell), and it takes 20 mana which simply don't if mana is full since it also rejuvenates mana as well.
  12. You can see which of the illusions are not the real troll chieftain.
  13. The tank smashes everything not counting what the other two abilities mentioned above can do.
  14. 1745780695091.png
    after finishing the game (happens when a hero is in a transport during cinematic scenes and stuff); gets fixed if you exit the transport. Can be fixed beforehand by ordering the transport to unload as the scene starts.

After all of it, I don't really get the title or if it even fits.
Overall, a nice and relaxing mini-RPG with some fresh ability gaining mechanics. However, quite easy in most parts. The story is pretty much inexistent, somewhat humourous events but not really connected.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 30
Joined
Jun 11, 2017
Messages
996
  1. The fort in the southwest can be shot at by right clicking.
  2. I suggest different looking crates for those like in the workshop to avoid confusion with those you can break.
  3. Some transmissions during cinematic scenes run too fast.
  4. A lot of inventory space is occupied by items (generally quest ones) which could be variables instead.
  5. Crafting items in the workshop could be tomes not to need free inventory space.
  6. Wildheart Talisman talks about nature but says it heals mechanical but it can heal the hero.
  7. Thomhide (or whatever the bear is called) can be killed in one shot with the Seaforium Bomb if it's under Chick-O-Mator. Same with Frostclaw and Grizzlemaw.
  8. Generally those two abilities are quite overpowered, especially the second one which can be used on stronger units as well lasting a lot.
  9. Steam Slammer's selection circle is invisible/too small.
  10. Would have been nicer for you to break the gates with the tank.
  11. The steam slammer regenerates quite fast (not mentioning you can even bring it back if it dies with the spell), and it takes 20 mana which simply don't if mana is full since it also rejuvenates mana as well.
  12. You can see which of the illusions are not the real troll chieftain.
  13. The tank smashes everything not counting what the other two abilities mentioned above can do.
  14. View attachment 531137 after finishing the game (happens when a hero is in a transport during cinematic scenes and stuff); gets fixed if you exit the transport. Can be fixed beforehand by ordering the transport to unload as the scene starts.

After all of it, I don't really get the title or if it even fits.
Overall, a nice and relaxing mini-RPG with some fresh ability gaining mechanics. However, quite easy in most parts. The story is pretty much inexistent, somewhat humourous events but not really connected.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/

Hello again, @deepstrasz, and thank You, dearly, for your review!

Some moments I want to clarify:
  • Map Title just came into my mind after listening too many Irish republican songs. Nothing hidden.
  • Difficulty is easy cause I got myself tired from overpowered maps and I wanted to create something funny, sweet, and completable even if you are drunk. Same goes for story - I can always say that all of the enemies are interconnected with each other, like a dark iron dwarf speaking with a leper gnome and your friend slept with his wife, ice trolls hate dwarves for eternity, etc., etc. But the core idea was 'crafting' spells, and everything else was added in the idea 'why not'.
  • About bears. This is the hidden feature of Chicken-o-mator. It turns such big foes into chicken, so you can one-shot them. Works with Yeti Boss too. Not a bug, but a feature (c).
After all, thank you for your review! I agree that quest items shouldn't take place in inventory, but honestly, I didn't got any problem with inventory slotting during the walkthrough.
Thank you once again for your review!
 
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