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Godlands I: Mogri'thar, the Knight!

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GODLANDS I: MOGRI'THAR the KNIGHT!
... I am creating a game named as Godlands I! It is about a human knight named Mogri'thar being lost in the mysterious lands. Each step leads him to a new discovery of what the true identity of this mysterious lands! I have already make progress of the map but so little progress. So here:

:fp:FEATURES:
-Well-made terrain.... well I did my best!
-Many treasure chest scattered so be sure to check every place!
-3 skills made for the main hero, Mogri'thar and there are still problems in the 3rd skill. 4th and PASSIVE skill coming soon on next update!
-1 type of monsters to fight!
-Hint system under progress but there is already 1 hint that will show through the game! So pls. read.

Im not sure if this is all the game features! Sorry but there is still no quest and its still in progress! SO pls. check out the game!:thumbs_up:
 

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Last edited:
Level 4
Joined
Jun 2, 2012
Messages
746
The map is big now. Added the 1st town, Sparta!

Edit1: Ok! The map is still on going and Im now creating the equipment sets and the name is not Sparta, its Spartan Camp! Also, Im finishing the first quest! I think thats yet the quest!

Edit2: Adding a new set of equipments, the Spartan Set that contains a sword and shield and the Spartan Battle Armor! This is yet the items ive made! Well, ill add more so be sure to see the next update!

Edit3: Adding a new item merchant in the game and some optional quests for the game to become a little interesting to play!

Edit4: Still experiencing overload of ideas and Im having a problem if I should apply those ideas already or in the next updates.
 
Last edited:
Enemy ideas:


Name: Goatman
Model: http://www.hiveworkshop.com/forums/models-530/breed-212809/?prev=t%3D1%26r%3D20%26d%3Dlist%26page%3D2
Icon:
BTNSasquatch.png

Abilities:

BTNOrcMeleeUpThree.png

Brutal Strike
Strikes a target enemy with brutal force, dealing x damage and stunning the target for x seconds.



Name: Troll Enchanter
Model: http://www.hiveworkshop.com/forums/...hancement-196225/?prev=t=1&r=20&d=list&page=5
Icon: http://www.hiveworkshop.com/forums/...or-161995/?prev=search=troll&d=list&r=20&t=12
Abilities:

BTNHealingWave.png

Healing Wave
Creates a wave of healing energy, that bounces upon x friendly units and heals them for x hp.

BTNChainLightning.png

Lightning Bolt
Calls down a lightning upon a target enemy, dealing x damage and reducing it's movement\attack speed by x% for x sec.

BTNFlamingArrows.png

Enchanted Strike
Strikes a target enemy, healing the caster for x hp and damaging the target for x hp.



Name: Troll Beserker
Model: http://www.hiveworkshop.com/forums/...erserker1-195060/?prev=t=1&r=20&d=list&page=6
Icon: http://www.hiveworkshop.com/forums/icons.php?id=veq0xt
Abilities:

BTNBerserk.png

Berserk
Increases attack speed by x% for x seconds.

BTNCommand.png

Critical Strike
Gives a x% chance to deal x% more damage.



Name: Ripper
Model: http://www.hiveworkshop.com/forums/models-530/incubus-189500/?prev=t=1&r=20&d=list&page=9
Icon: http://www.hiveworkshop.com/forums/icons-541/btnincubus-189531/?prev=search=incubus&d=list&r=20
Abilities:

BTNImpale.png

Rip
Rips a target enemy, dealing x damage and making target lose x hp per sec for x sec.

BTNLament.png

Sacrifice
Sacrifices x mana to restore x health.

BTNAvatar.png

Scare
Scares neabry enemies, reducing they damage by x and armor by x over x seconds.



Name: Troll Chemist
Model: http://www.hiveworkshop.com/forums/models-530/darkspear-chemist-188942/?prev=t=1&r=20&d=list&page=9
Icon:
BTNIceTroll.png

Abilities:

BTNHealingSalve.png

Poison
Throws a bottle of poison to a target enemy, making the target lose x hp per sec and have reducing movement\attack speed by x% for x seconds.

BTNPotionGreen.png

Healing Potion
Throws a healing potion to a target friendly unit, healing it for x hp.

BTNImmolationOff.png

Chemical Rage
Increases Chemist's damage by x and attack speed by x% for x seconds.




Name: Wood Goblin
Model: http://www.hiveworkshop.com/forums/models-530/sylvan-116871/?prev=t=1&r=20&d=list&page=9
Icon:
BTNAncientOfLore.png

Abilities:

BTNCripple.png

Nature Blast
Creates a blast at a target area, dealing x damage to enemies and healing allies for x hp.

PASBTNMagicImmunity.png

Nature Power
Increases neabry friendly units(including self) armor by x%.




Name: Rogue Mage
Model: http://www.hiveworkshop.com/forums/models-530/diablo-iii-wizard-136631/?prev=t=1&r=20&d=list&page=13
Icon:
BTNSorceress.png

Abilities:

BTNCurse.png

Disarm
Disarms a target enemy, making it unable to attack but increasing it's movement speed by x%. Lasts x seconds.

BTNImmolationOn.png

Burn
Burns a target enemy, making it to lose x hp per sec for x seconds.

BTNManaBurn.png

Mana Drain
Drains x mana per sec from a target enemy. Lasts x seconds.




Name: Troll Blood Drinker
Model: http://www.hiveworkshop.com/forums/...-drinker-174642/?prev=t=1&r=20&d=list&page=15
Icon: http://www.hiveworkshop.com/forums/icons-541/btntroll-181166/
Abilities:

PASBTNVampiricAura.png

Bloodthirst
Drains x hp per attack.

BTNMarksmanship.png

Aimed Shot
Throws a spear with perfect accuracy to a target enemy, dealing x damage and stunning the target for x seconds.
 
Last edited:
Level 4
Joined
Jun 2, 2012
Messages
746
Enemy ideas:


Name: Goatman
Model: http://www.hiveworkshop.com/forums/models-530/breed-212809/?prev=t%3D1%26r%3D20%26d%3Dlist%26page%3D2
Icon:
BTNSasquatch.png

Abilities:

BTNOrcMeleeUpThree.png

Brutal Strike
Strikes a target enemy with brutal force, dealing x damage and stunning the target for x seconds.



Name: Troll Enchanter
Model: http://www.hiveworkshop.com/forums/...hancement-196225/?prev=t=1&r=20&d=list&page=5
Icon: http://www.hiveworkshop.com/forums/...or-161995/?prev=search=troll&d=list&r=20&t=12
Abilities:

BTNHealingWave.png

Healing Wave
Creates a wave of healing energy, that bounces upon x friendly units and heals them for x hp.

BTNChainLightning.png

Lightning Bolt
Calls down a lightning upon a target enemy, dealing x damage and reducing it's movement\attack speed by x% for x sec.

BTNFlamingArrows.png

Enchanted Strike
Strikes a target enemy, healing the caster for x hp and damaging the target for x hp.



Name: Troll Beserker
Model: http://www.hiveworkshop.com/forums/...erserker1-195060/?prev=t=1&r=20&d=list&page=6
Icon: http://www.hiveworkshop.com/forums/icons.php?id=veq0xt
Abilities:

BTNBerserk.png

Berserk
Increases attack speed by x% for x seconds.

BTNCommand.png

Critical Strike
Gives a x% chance to deal x% more damage.



Name: Ripper
Model: http://www.hiveworkshop.com/forums/models-530/incubus-189500/?prev=t=1&r=20&d=list&page=9
Icon: http://www.hiveworkshop.com/forums/icons-541/btnincubus-189531/?prev=search=incubus&d=list&r=20
Abilities:

BTNImpale.png

Rip
Rips a target enemy, dealing x damage and making target lose x hp per sec for x sec.

BTNLament.png

Sacrifice
Sacrifices x mana to restore x health.

BTNAvatar.png

Scare
Scares neabry enemies, reducing they damage by x and armor by x over x seconds.



Name: Troll Chemist
Model: http://www.hiveworkshop.com/forums/models-530/darkspear-chemist-188942/?prev=t=1&r=20&d=list&page=9
Icon:
BTNIceTroll.png

Abilities:

BTNHealingSalve.png

Poison
Throws a bottle of poison to a target enemy, making the target lose x hp per sec and have reducing movement\attack speed by x% for x seconds.

BTNPotionGreen.png

Healing Potion
Throws a healing potion to a target friendly unit, healing it for x hp.

BTNImmolationOff.png

Chemical Rage
Increases Chemist's damage by x and attack speed by x% for x seconds.




Name: Wood Goblin
Model: http://www.hiveworkshop.com/forums/models-530/sylvan-116871/?prev=t=1&r=20&d=list&page=9
Icon:
BTNAncientOfLore.png

Abilities:

BTNCripple.png

Nature Blast
Creates a blast at a target area, dealing x damage to enemies and healing allies for x hp.

PASBTNMagicImmunity.png

Nature Power
Increases neabry friendly units(including self) armor by x%.




Name: Rogue Mage
Model: http://www.hiveworkshop.com/forums/models-530/diablo-iii-wizard-136631/?prev=t=1&r=20&d=list&page=13
Icon:
BTNSorceress.png

Abilities:

BTNCurse.png

Disarm
Disarms a target enemy, making it unable to attack but increasing it's movement speed by x%. Lasts x seconds.

BTNImmolationOn.png

Burn
Burns a target enemy, making it to lose x hp per sec for x seconds.

BTNManaBurn.png

Mana Drain
Drains x mana per sec from a target enemy. Lasts x seconds.




Name: Troll Blood Drinker
Model: http://www.hiveworkshop.com/forums/...-drinker-174642/?prev=t=1&r=20&d=list&page=15
Icon: http://www.hiveworkshop.com/forums/icons-541/btntroll-181166/
Abilities:

PASBTNVampiricAura.png

Bloodthirst
Drains x hp per attack.

BTNMarksmanship.png

Aimed Shot
Throws a spear with perfect accuracy to a target enemy, dealing x damage and stunning the target for x seconds.

Hmm.... thanks for the ideas but I cant guaranteed that I can use them all in my map or even not use them at all.... cuz the enemies doesnt fit the scenarios in my game but TY for the ideas. Here's a +REP!
 
Here are more:


Name: Giant Slasher
Model: http://www.hiveworkshop.com/forums/models-530/ogre-swordmaster-162229/?prev=search%3Dogre%26d%3Dlist%26r%3D20
Icon:
BTNOneHeadedOgre.png

Abilities:

BTNWhirlwind.png

Slash
Slashes a target enemy x times, dealing x direct damage and stunning the target for x seconds.

PASBTNEvasion.png

Evasion
Gives a x% chance to evade attacks.




Name: Giant Gladiator
Model: http://www.hiveworkshop.com/forums/...-version-143727/?prev=search=ogre&d=list&r=20
Icon:
BTNOneHeadedOgre.png

Abilities:

BTNEnsnare.png

Ensnare
Ensnares a target enemy in a net, making it unable to move. Lasts x seconds.

BTNReincarnation.png

War Cry
Screams, increasing neabry units' attack speed by x% and damge by x over x seconds.

PASBTNBash.png

Bash
Gives a x% chance to stun enemies for x seconds.

 
Level 4
Joined
Jun 2, 2012
Messages
746
Here are more:


Name: Giant Slasher
Model: http://www.hiveworkshop.com/forums/models-530/ogre-swordmaster-162229/?prev=search%3Dogre%26d%3Dlist%26r%3D20
Icon:
BTNOneHeadedOgre.png

Abilities:

BTNWhirlwind.png

Slash
Slashes a target enemy x times, dealing x direct damage and stunning the target for x seconds.

PASBTNEvasion.png

Evasion
Gives a x% chance to evade attacks.




Name: Giant Gladiator
Model: http://www.hiveworkshop.com/forums/...-version-143727/?prev=search=ogre&d=list&r=20
Icon:
BTNOneHeadedOgre.png

Abilities:

BTNEnsnare.png

Ensnare
Ensnares a target enemy in a net, making it unable to move. Lasts x seconds.

BTNReincarnation.png

War Cry
Screams, increasing neabry units' attack speed by x% and damge by x over x seconds.

PASBTNBash.png

Bash
Gives a x% chance to stun enemies for x seconds.


Wow! I have Giants in my map and this will be a great addition but Im not following your ability guides so Im very sorry but the Giants are a great addition!
 
Here are some boss ideas:


Name: Reldar, the Giant Warlock
Description: Reldar was the only giant borned with two heads and the only giant mage. The one head had one eye, like cyclops and the other two eyes like the other giants. His color was tealish-blue, unlike the other giants, but he was more powerful and inteligent. One of the most powerful creatures in Godlands...
Model: http://www.hiveworkshop.com/forums/models-530/ogrewarlock-155705/?prev=search%3Dogre%26d%3Dlist%26r%3D20
Icon:
BTNOgreMagi.png




Name: Reldar, the Goddess of War
Description: Baress is the patron of fury, anger and war. She is one of the most powerful gods. Baress' can beat any enemy, with her agility, her might and her powerful skills. Her armor was made with the flames of hell and anger of war...her blades are filled with hellfire and power...None defeated her so far...
Model: http://www.hiveworkshop.com/forums/models-530/goddess-war-201005/?prev=d=list&r=20&c=4&t=2
Icon:
BTNFelGuard.png

 
Level 4
Joined
Jun 2, 2012
Messages
746
Here are some boss ideas:


Name: Reldar, the Giant Warlock
Description: Reldar was the only giant borned with two heads and the only giant mage. The one head had one eye, like cyclops and the other two eyes like the other giants. His color was tealish-blue, unlike the other giants, but he was more powerful and inteligent. One of the most powerful creatures in Godlands...
Model: http://www.hiveworkshop.com/forums/models-530/ogrewarlock-155705/?prev=search=ogre&d=list&r=20
Icon:
BTNOgreMagi.png


Thanks for the boss idea! I like your description of the Ogre, you even include the name Godlands! LOL!
 
Sets(weapon and shields):

BTNAdvancedUnholyArmor.png

Hades' Weapon Set
Grants +x armor, increases damage by x and gives unholy aura.

BTNArcaniteMelee.png

Ares' Weapon Set
Increases attack speed by x%, damage by x and gives +x strength.

BTNBash.png

Hephaestus' Weapon Set
Increases strength by x, damage by x and gives a fire attack bonus.

Helms:

BTNBelt.png

Circlet of Venus
Increases health by x and hp regeneration by x%.

Sets(helms and armors):

BTNAdvancedMoonArmor.png

Athena's Armor Set
Increases inteligence by x, increases mana regeneration by x% and mana by x and grants devotion aura.
 
Level 4
Joined
Jun 2, 2012
Messages
746
Sets(weapon and shields):

BTNAdvancedUnholyArmor.png

Hades' Weapon Set
Grants +x armor, increases damage by x and gives unholy aura.

BTNArcaniteMelee.png

Ares' Weapon Set
Increases attack speed by x%, damage by x and gives +x strength.

BTNBash.png

Hephaestus' Weapon Set
Increases strength by x, damage by x and gives a fire attack bonus.

Helms:

BTNBelt.png

Circlet of Venus
Increases health by x and hp regeneration by x%.

Sets(helms and armors):

BTNAdvancedMoonArmor.png

Athena's Armor Set
Increases inteligence by x, increases mana regeneration by x% and mana by x and grants devotion aura.

WOW! Those ideas are good! I'll add those to the game but not yet on the next update... its on the 3rd update yet.
IF THIS MAP MADE IT ON THE MAP SECTION! I will add your name to those who help on ideas but the only thing I can give is +REP.... is that ok?:goblin_cry:
 
Level 4
Joined
Jun 2, 2012
Messages
746
Godlands I: Mogri'thar the Knight

Godlands I: Mogri'thar the Knight (UPDATE 2)
... Here is another update of the Godlands. Wish you have a little fun playing it. Well, not expecting too much fun cuz its not yet fill with many quests! So here's the 2nd update of the game:

:fp:FEATURES:
-Well-made terrain... I did my best!
-Many treasure chests scattered in every places. Be sure to find em all!
-3 skills still for Mogri'thar but the 3rd skill properly functions now
-3 types of monster to fight
-Hint system still in progress but I added many random hints that will appear throughout the game.
-Added a new town "Spartan Camp"
-Added shops that sells items that is helpful in traveling. This shops are the following:
1) Dwarf Merchant - Sells Spartan equipments! Save money and buy your equipments here!
2) Medical Merchant - Sells consumables. Come here and treat your wounds!
3) Trader - Lets you trade gold for crystals and crystal for gold.
4) Artifact Trader - Sells equipments that comes from the above, the Olympus! Equipments here are the strongest ones so be sure save a lot of money and crystal to be able to buy here. For now it only sells 1 equipments "The Olympus set".

Well, I think this are the update. I dont know If I miss some but its up to you to find out more of the game's content and ONE MORE THING, I want you to see the equipment, "The Olympus Set". See if its balance in case of item price, fair stats giving in the hero and if the ability is balanced cuz the Olympus set has an ability so Im askin all of you if the ability is balanced.
 

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Issues:

Some constructive criticism to assist the improvements being made to your map:

Major Issues:

- Dialogue: The loading screen text, the cinematic text, the quest text... all of it is written in broken English that reads about as fluidly as shards of glass. You repeat yourself and use boring and cliched words. Make the dialogue more imaginative and readable, and the map will give a better first impression.

- The Theme of the Map:
Its obvious you are going for an ancient Greek theme focusing on the Titans, Spartans, etc... Which is fine. However, when you set such a clear theme, you must stick to it in your map. Gods and Titans on the same team? No. In Greek mythology the Gods and Titans were constantly at war. Make the 'boss' Gods fight some Titans in a cinematic before you fight the boss itself, just to show the conflict between them. Also, the Godlands is a place only inhabited by the Gods and Titans, right? So why is there a huge camp of other humans, if it is such a mystery how the one human knight got there? Either explain how they got their, or change the camp to something more mythical/something that fits with the story. One other thing: Werewolves? Werewolves feature nowhere in Greek mythology, and they do not fit in your map. I assume that you were merely browsing models in the workshop and picked your enemies from any cool looking ones that you found. That would be fine if this map didn't have a set theme other than monster-killing, but these enemies do not fit in. Either remove the werewolves, or consider removing such a solid theme from the map.

- Terraining: This was a huge issue for me. I sincerely hope that your terrain is just there for testing purposes and you are not considering calling that terrain 'well done' or finished. Because it really isn't. There is no height difference apart from the starting hill, the paths are boring and straight, the doodading is repetitive with little imagination and gives the whole map a very bland feeling. The transitions between areas are jerky and sudden, and look verrrrrrrry bad. Your terrain needs a serious overhaul if it has any hope of being a half decent RPG map, and fast. If the terrain of an RPG is boring, I wouldn't expect many people to bother getting very far in your map, I know I didn't.

- The Hero's Abilities: All three abilities have bad descriptions, for starters. Secondly, there are carbon copies of vanilla Warcraft III spells, just with different names and icons. This makes the combat with the hero will bland, boring, and old. You really need to give him some custom made abilities, or at least abilities that are more appropriate for a 'knight'. Since when to knights summon tornados or burn an enemies mana? Knights are mellee fighters that use their own strength and their weapons in fighting, not magic. In conclusion: Overhaul his spells, put some actual effort into them, write the descriptions in standard English and make someone else proof read them before publishing the map again, and remember what kind of hero you are making the spells for. You don't even have the make the spells yourself, you could always request someone in the 'requests' section to make some for you, you only have to have the original ideas.

Items, and the Hero's Model: Another super huge issue. Make it so that only one set/weapon can be held at one time, or you get the stupid issue of about 3 different item models overlapping, which looks ridiculous and gives the impression of laziness and no effort going into the item system's design. Also on this topic, you need to give the Hero a model that has no default weapon. Either ask the author of the model for permission to edit out the weapon (or to get someone to do it), or change the model entirely to something that has no starting weapon/armor. This is because if he already has a starting weapon model you cannot get rid of, and he picks up another weapon, it (again) looks stupid and not thought out. Change his model ASAP so the items actually look decent. Also, I noticed that when I picked up the Olympian Set and then put it down again, the model of the shield stayed on my character, so I would assume you are using a special effect to anchor it there instead of a passive item ability; if this is the case, I would recommend changing the special effect to an item ability straight away, as the purple shield model just stayed on the hero regardless of whether he even had the set in his inventory or not.

Minor Issues:

- Icons: Overall, I love the UI of this map, it really does fit the theme that you have set. However, the basic command icons (move, attack, patrol, etc...) do not fit in at all, nor do they complement a 'knight' hero at all, nor do they fit in with the UI. If you were going for an Aztec hunter hero/theme, then they would be fine, but you are not. Go for something more brutal and less focused on nature.

Also on the topic of icons, the ability icons have no 'disabled' icon, meaning that whenever you go into the abilities tab to learn one of them, each ability (apart from the shockwave copy) has a green square instead of a proper icon. This looks terrible and should be fixed straight away, being as it is easily remedied. I assume you downloaded custom icons for them; if so, they should have come with another icon starting with DIS in the filename, which should also be imported with the correct path so the greyed out abilities still have an icon. The correct path will be on the page you downloaded the icon from.

- Too many custom Models, Icons, etc... Not only does this make the map size much larger than it should be, but it is also hugely unnecessary. There is already a huge wealth of models and textures at your command, yet it seems you have tried your very hardest to replace even the most basic doodads, units, or item icons with custom made ones for some reason unknown to me. There is nothing wrong with using default models and icons, it doesn't make you seem any more lazy (the abilities did that).


-------------------------------------------------------------------

Right! That's what I have to say of your map thus far, just thought I would chip in now because it is so early in development that it has a chance of being saved. If you address all of the issues I have listed, it may well turn out as an alright RPG :thumbs_up:
 
Level 4
Joined
Jun 2, 2012
Messages
746
Some constructive criticism to assist the improvements being made to your map:

Major Issues:

- Dialogue: The loading screen text, the cinematic text, the quest text... all of it is written in broken English that reads about as fluidly as shards of glass. You repeat yourself and use boring and cliched words. Make the dialogue more imaginative and readable, and the map will give a better first impression.

- The Theme of the Map:
Its obvious you are going for an ancient Greek theme focusing on the Titans, Spartans, etc... Which is fine. However, when you set such a clear theme, you must stick to it in your map. Gods and Titans on the same team? No. In Greek mythology the Gods and Titans were constantly at war. Make the 'boss' Gods fight some Titans in a cinematic before you fight the boss itself, just to show the conflict between them. Also, the Godlands is a place only inhabited by the Gods and Titans, right? So why is there a huge camp of other humans, if it is such a mystery how the one human knight got there? Either explain how they got their, or change the camp to something more mythical/something that fits with the story. One other thing: Werewolves? Werewolves feature nowhere in Greek mythology, and they do not fit in your map. I assume that you were merely browsing models in the workshop and picked your enemies from any cool looking ones that you found. That would be fine if this map didn't have a set theme other than monster-killing, but these enemies do not fit in. Either remove the werewolves, or consider removing such a solid theme from the map.

- Terraining: This was a huge issue for me. I sincerely hope that your terrain is just there for testing purposes and you are not considering calling that terrain 'well done' or finished. Because it really isn't. There is no height difference apart from the starting hill, the paths are boring and straight, the doodading is repetitive with little imagination and gives the whole map a very bland feeling. The transitions between areas are jerky and sudden, and look verrrrrrrry bad. Your terrain needs a serious overhaul if it has any hope of being a half decent RPG map, and fast. If the terrain of an RPG is boring, I wouldn't expect many people to bother getting very far in your map, I know I didn't.

- The Hero's Abilities: All three abilities have bad descriptions, for starters. Secondly, there are carbon copies of vanilla Warcraft III spells, just with different names and icons. This makes the combat with the hero will bland, boring, and old. You really need to give him some custom made abilities, or at least abilities that are more appropriate for a 'knight'. Since when to knights summon tornados or burn an enemies mana? Knights are mellee fighters that use their own strength and their weapons in fighting, not magic. In conclusion: Overhaul his spells, put some actual effort into them, write the descriptions in standard English and make someone else proof read them before publishing the map again, and remember what kind of hero you are making the spells for. You don't even have the make the spells yourself, you could always request someone in the 'requests' section to make some for you, you only have to have the original ideas.

Items, and the Hero's Model: Another super huge issue. Make it so that only one set/weapon can be held at one time, or you get the stupid issue of about 3 different item models overlapping, which looks ridiculous and gives the impression of laziness and no effort going into the item system's design. Also on this topic, you need to give the Hero a model that has no default weapon. Either ask the author of the model for permission to edit out the weapon (or to get someone to do it), or change the model entirely to something that has no starting weapon/armor. This is because if he already has a starting weapon model you cannot get rid of, and he picks up another weapon, it (again) looks stupid and not thought out. Change his model ASAP so the items actually look decent. Also, I noticed that when I picked up the Olympian Set and then put it down again, the model of the shield stayed on my character, so I would assume you are using a special effect to anchor it there instead of a passive item ability; if this is the case, I would recommend changing the special effect to an item ability straight away, as the purple shield model just stayed on the hero regardless of whether he even had the set in his inventory or not.

Minor Issues:

- Icons: Overall, I love the UI of this map, it really does fit the theme that you have set. However, the basic command icons (move, attack, patrol, etc...) do not fit in at all, nor do they complement a 'knight' hero at all, nor do they fit in with the UI. If you were going for an Aztec hunter hero/theme, then they would be fine, but you are not. Go for something more brutal and less focused on nature.

Also on the topic of icons, the ability icons have no 'disabled' icon, meaning that whenever you go into the abilities tab to learn one of them, each ability (apart from the shockwave copy) has a green square instead of a proper icon. This looks terrible and should be fixed straight away, being as it is easily remedied. I assume you downloaded custom icons for them; if so, they should have come with another icon starting with DIS in the filename, which should also be imported with the correct path so the greyed out abilities still have an icon. The correct path will be on the page you downloaded the icon from.

- Too many custom Models, Icons, etc... Not only does this make the map size much larger than it should be, but it is also hugely unnecessary. There is already a huge wealth of models and textures at your command, yet it seems you have tried your very hardest to replace even the most basic doodads, units, or item icons with custom made ones for some reason unknown to me. There is nothing wrong with using default models and icons, it doesn't make you seem any more lazy (the abilities did that).


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Right! That's what I have to say of your map thus far, just thought I would chip in now because it is so early in development that it has a chance of being saved. If you address all of the issues I have listed, it may well turn out as an alright RPG :thumbs_up:

Thanks for the criticsm but IM not continuing the map anymore because of this reason:
-FATAL ERROR due to Thrall.blp but the worst I dont even have a Thrall in the game.
 
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