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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 31
Joined
Jun 11, 2017
Messages
1,028
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
115
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 31
Joined
Jun 11, 2017
Messages
1,028
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
66
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 31
Joined
Jun 11, 2017
Messages
1,028
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 76
Joined
Jun 4, 2009
Messages
20,397
  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.


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Level 31
Joined
Jun 11, 2017
Messages
1,028
  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

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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

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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!
 
Level 7
Joined
Jul 22, 2021
Messages
66
Hey, so I finally finished your map.

In the spoiler below, I've highlighted key points as I played through.
1. Ram doesn't deal damage except for its stomp ability (keep in mind I didn't even approached capitan)
2. Wolf using mirror image? Kinda weird but original nevertheless (maybe it'd be more convincing if it was reserved for some kind of a boss?)
3. What's the point of the gun in the inventory except for it taking your inventory space? You could get spare parts by default as well I guess. Kinda unnecessary thing but with nice description.
4. Many NPCs at the first location with Captain Tarran but they're pointless kind of, no interactions just static dummies.
5. I might understand you got no abilities at the start but you introduce them too late, considering a fact you designed an opportunity for the curious player to go off the critical path to beat some monsters on the side.
6. Some side paths are disappointing with nothing to explore (doesn't mean you have to find something in every little corner). Some path blockers are kinda weird.
7. I like the idea that you can attack the animal and then it becomes hostile, like in WoW.
8. Some animals ought to be too strong at lower levels, so player have more motivation to come back later to a certain area. If the player can't go to a place because of too high level enemy units it doesn't mean he becomes discouraged, but rather motivated to come back stronger and discover what's in that place beyond those monsters.
9. Hero can go through some walls/tents. Guess there are pathing blocks missing?
10. You could've added some dialogues between NPCs appearing over their head (floating text) for better immersion during traversal, and do not restrict it for one-time events but there could be more from same NPCs after certain story arcs, when you've got new gear equipped or killed some big boss.
11. Some minor grammatical errors here and there.
12. I could've used more cutscenes during the gameplay at certain story points. Helps with pacing and overall reception.
13. Camera work and disabling player's control in some cases might be frustrating. I understand their role as a narrative tool though.
14. When I use the bomb ability on neutral Dun Morogh Wilds monster and then it turns hostile, it ends up receiving no damage.
15. I feel like combat could've been more dynamic. The Rifleman archetype can kite around units hence abilities with shorter cooldown could've been working better?
16. Backtracking is boring, especially when you are tempted to go off critical path. Some "adrenaline rush" ability or scrolls of speed might've solved the problem, I guess. EDIT: I didn't noticed Gnomish Army Knife item.
17. After you came back to the workshop and the cutscene has told us that Brokk cleaned his workshop (yay, dynamic and world-changing events) you indeed removed destroyed crates but fire footprints are still there on the ground. I'd personally remove them as well.
To that I would spawn some new enemies at Thinbeard's place from Dark Iron clan, or even some animals scavenging.
18. I rather not have a mark on the map telling me where the missing dwarf is, as he could've been easily found by exploring the map (The Perfect Stout quest). It would be better to use some environmental cues.
19. Similar stuff with other quest, imo it's always better to let the player find the way himself with use of specific cues like NPC's descriptions or environment.
20. I accidentally went into Tinkertown through the walls at north-west part of the map. Also, so much terrain with nothing but frozen wastes. Might as well be path blocked. Unrewarded exploration is not fun.
21. Tinkertown is sure a nice place but it's dead when you pass through. Not a single comment on player character from NPCs or way to interact with them or the environment itself. Except for the quest NPCs of course.
22. Some simpler cutscenes could've been used instead of these moments when you cannot control Brokk (during dialogues, most often). Especially in the arena segment.
23. Timer stopped at 30 secs when it first went to 0 (running away from the bomb segment at arena).
24. For my taste, combat abilities are too long and cost too little, that you don't even have to use mana potions. Seaforium Bomb and polymorph is OP combo but very slow and boring.
25. After I polymorphed the wendigo boss, the quest interprets it as if I killed him. And I didn't got a cloak to loot :/ very discouraging, needed to reload saved game
26. Brewing Stoutspawns are boring and pose no threat. Maybe they could cast some slow or debuff?
27. I walked through the Elven Gate without opening it.
28. I think there are some issues with too many items and too little inventory space. For example items to regen hp or mana over time would be handy to own but I have no inventory space and the other items I own are too good to get rid of.
29. Maybe I'm poor at resource management, but having 1k gold vs 91 spare parts... how do I even spend this considering the above point?
30. Discovered a hidden camp with Gazz Stripbolt. But couldn't interact with him... meh.
31. After completing all the quests and going back to the workshop, the game forces me to create a weapon. Kinda unexpected change of pacing but fun.
32. Even more annoying 'disable control for the player' triggers during dialogues.
33. Nothing better than a captain standing in a safe spot screaming "For the Ironforge!" and waiting for others to do their job fighting LOL. You could've let those trolls go faster to the captain's location and let multiple smaller waves make their way onto the captain. It would be way more interesting.
34. Boring traversal section to Frostmane trolls base. Not even a troll on the road to make it more engaging/harder, you could've teleported the player's units as well in front of the gates.
35. This tank is too overpowered. I just attack-moved everything mindlessly, combat was not so rewarding.
36. Also, this troll segment was out of context, kind of. I do understand a sudden attack of trolls, but in the end it got kinda dramatic like they were the main foes all along, but were non-existent before this gameplay segment. Before, it seemed like it was Dark Iron dwarves.
37. Decided to continue the gameplay after ending. Is it me or animal remains started to drop just now?
38. Finally, some unique dialogues from NPCs. Such a shame that these are available only after you've finished the whole storyline, which means it's optional for the player to see.
39. Got back to Gazz Stripbolt when I had enough lumber, and got rewarded by yet another speed increase item.
40. Decided to use a cheat code to reveal the whole map. Yep, there is nothing else to do.

I like RPG maps very much, and I took some time to understand their overall design ramifications and what makes them fun. It might've turned into a bit of an obsession at times, but this is what happens when you spend too much time with something. Please note, I don't think that I understand everything, and my assumptions might be incorrect.

I feel like for better pacing, you might as well place Brokk's workshop way closer to Captain Tarran. At the beginning, you go through many locations and stumble upon many NPCs... and on one hand, you can go off the beaten path and interact with NPCs, but there is not much interaction/gameplay except simple dialogues or auto-attack-based combat with way too long cooldowns. You definitely should've introduced at least one/two basic abilities to use (not necessarily combat-based) or make the starting sequence (before getting to the workshop) way quicker and simpler.
The above reasons are why it makes game too linear in such open setup, which is contradictory. If anything, you could've introduced stronger monsters at the start if the player goes too far of his way, or sth else.

I understand you aimed for this project to be smaller, but you created a setup for something much more complex and bigger, hence why I'm pinpointing all this stuff.

Regarding point 10. and interactivity in general. The genre of RPG is much about immersion in my opinion, that's why I mentioned the idea from point 10. and could see more interaction with the environment itself, i.e. campfire could regen your health slightly, and it could trigger nearby NPCs to start a dialogue (floating-text based) with you. All the small things like that really add up to the overall experience and prevent the game from being seen as boring in some sense, and RPG fans appreciate that.

You made a journey to the workshop so long, yet the road to the first boss (Thinbeard) is so quick. It's too easy to win and kinda non-rewarding to me as a player. Instead of what you did since the start (1. Start, 2. Ability to explore side paths and explore many NPCs, and go to Captain Tarran somewhere in between, 3. Get to the workshop after a long journey, 4. Get to the Thinbeard's area that is JUST few steps away) I see something else working much better (1. Spawn in area with little to no side paths that would lead directly to the captain's place, 2. Put the workshop MUCH closer to captain's area, 3. Past the workshop I would introduce aforementioned open area with NPCs that should offer something more to do than simple dialogues; they should also guide player to Thinbeard somehow since that is your primary story concern now, and better yet - become part of this pursuit after him, 4. You eventually find Thinbeard's hideout and kill him). It might require redesigning the map a bit, but it would work much better I imagine.

Guess you've inspected him (I'm referring to the cutscene) from the location above, or bushes or anywhere where he would not notice you. Cutscene shows you're inspecting him on the flat ground not too far away, but camera shows a view through the scope that is somewhere else actually? Doesn't seem too realistic and kinda breaks immersion.

After you defeat the Thinbeard and go back to your workshop a bit more could've been done post-cutscene (look at point 17.). I went to explore some more side-paths near Thinbeard's base, only to find out that the map doesn't fulfill its premise there. Areas with nothing to do except with few animals to kill. I'm still beating it down, but the map screams "explore me" yet it doesn't hold much to offer.

Now, I went back to Captain Tarran as I was told by the quest log. He tells me to go to each character I stumbled upon earlier. I don't like that approach much.
Why? Because I stumbled upon them before and they were nothing but faceless NPCs basically, where their role/introduction could've been better (as I mentioned above in my proposition on how I'd see the initial sequence work out)
In Rexxar campaign it was okay, you know why? Again, because of all the stuff I mentioned above. You were sent to solve problems of the denizens of the area as well, but the pacing was better. Yours was upside down, kind of.

And that was it from the captain. He basically told me to go to these NPCs, nothing much from himself.

Would I play this again? I don't think so, player's agency is limited by design, it seems. This map, at first glance, seemed to have great potential, but it was empty and lifeless in my opinion, which is a shame. Too many things were just static.

Combat was definitely a downside. Slow, boring.

You did an outstanding job with environmental design - terrain and props were great and complemented each other very well. The overall look was accurate to what you can see in WoW.

In the future, consider working with someone else on your maps, and focus on terraining yourself, or at least gather some internal feedback pre-release (ideally when you have sth playable) to avoid certain mistakes. Creative people tend to take too many stuff on themselves, which leaves them with too much work and even burnout.
 
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...In the future, consider working with someone else on your maps, and focus on terraining yourself, or at least gather some internal feedback pre-release (ideally when you have sth playable) to avoid certain mistakes. Creative people tend to take too many stuff on themselves, which leaves them with too much work and even burnout.
Golden Words!

Hey there, @Mashira, and thank you for such an in-depth review.
In terms of cooperation, I'm not currently in a disposition to cooperate with someone else, preferring to create projects on my own. But in terms of game design issues, I agree with you.
You see - You correctly marked that map is designed to be short, yet some potential for greatness is present, but the realization is missing.

I won't say too much words, I know that there are some bugs like pathing issues or not (its intended that attacking neutral at first deals zero damage), and story is quite comic-styled. At first it was relief for myself to pass out and break creative block. It succeeded.
Honestly, I do not see myself as a very good terrainer, hey :p
About game design issues: I fully agree with you, but map was designed to be super-linear. Without any derivates, without any random events - just pure railroad and testing some 'skill crafting' mechanic I used previously in Pearl of Azshara.
And about location placement - I aimed myself to recreate that part of Dun Morogh close as possible, so in WoW 'workshop' and Captain Tarran really separated by Karanos, so you need to walk a bit.

In terms of updating this map: maybe in the distant future I will return and polish some things, correcting issues and so-on, but without dramatical changes.

Thank you for your review, I really appreciate that and it helps to see game design potential flaws or places for correction, accounting them to my future projects.

Thank you :)
 
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