Ralle
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- Joined
- Oct 6, 2004
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I can merge your maps into a single bundle. This means when user downloads. They get all maps in one zip instead of having to download each on turn. We typically do that for Reforged campaigns.
(5 ratings)
Main characters:
Tranquil, Callahan, Direfury, General Frank, Wandering Soul, Em!, Mephestrial, Explobomb, -Berz-, The Panda, UgoUgo, 67chrome, Sopho, Solu9, WILL THE ALMIGHTY, JesusHipster, Marcos DAB, L_Lawliet, Juice_F, Nightmare, imforfun, Bloodslaughter, Ofel, zbc, Paladon, kittenranch, Assasin_lord, supertoinkz
Map 1:
tee.dubs, Cavman, Mecheon, jatter2, Lord_T, Sunchips, Blood Raven, Novart, bigapple90, eubz, ikillforeyou, KayS, maxor_gan, Anachron, Bloody_Turds, Mr.Goblin, JollyD, GiFun, -ToasT
Map 2:
Ceterai, Callahan, Aquis, Taylor_Mouse, olofmoleman, Kitabatake, Sunchips, SuPa, -Hamsta, perjert, NFWar, cotd333, The_Silent, Lender, Solu9, communist_orc, !!GORO!!, Sin'dorei300 ,Fingolfin, eubz, HerrDave, Ergius, Mephestrial, BLazeKraze, Kenathorn, Ergius
Map 3:
Uncle Fester, NFWar, imforfun, Mad, Nightmare, Kuhneghetz, The_Silent, EvilShade, Terem, Direfury, Mr. Bob, Gottfrei, HappyCockroach, Sellenisko, CybrgDragon, xXMephistoXx, !!GORO!!, Hellish Hybrid, Blood Raven, Deolrin, Teaspoon, olofmoleman, Pinachet, Fingolfin, Himperion, !!GORO!!, Thrikodius, Elfsilver Lord, Amigurumi
Map 4:
Sunchips, Forgotten_Warlord, Mr.Goblin, eubz, sunwarrior25, Bibendus, Trikodius, epsilon, WhiteDeath, Lestat(br), Usedwell, Hellish Hybrid, Chriz. , diosilva16, Mike, HerrDave, bu3ny, Blood Raven, JesusHipster, Scythy Dervish, comunist_orc, 0123456789
Map 5:
Darkmoon Hero, HerrDave, eubz, Kitabatake, perfjert, WhiteDeath, Sweet Oblivion, pippo, Fingolfin, darkdeathknight, NFWar, Revilo, Deolrin, Ergius, MassiveMaster, Astaroth Zion, communist_orc, Talavaj, Mike, Kimbo
Map 6:
Kitabatake, HerrDave, eubz, perfjert, NFWar, imforfun, paulH, Lord_T, Uncle Fester, Cuore, ViralHatred, Dreacon, Stefan.K, shadow_killer, GrimShaman, Xardian, Deolrin, Sunchips, communist_orc, Sylvie, Marcos DAB
Can it be played in single player ?
The main reason behind these cutscenes is storyline, without it gameplay doesn't make much sense. If I allow skipping of cutscenes 90% of the players will skip it immediately therefore they wouldn't know what to do next or what the whole point of the map is.Blasterixx said:
We should be able to skip cutscenes! maybe make it a vote at the beginning of the game, because the cutscenes are too long.
Thanks for the review, will update maps immedietly.Blasterixx said:
Ok, i replayed the first chapter with some friends and here are the things that need to be done for the game to be playable:
I. Players need to have shared vision!
For some reason we cannot see eachother and this makes the whole thing worse, since one of the players can do something and we don't know and can't see where they are, they might just die a few meters ahead of us and we wouldn't know about it... (which just happened to my friends).
II. Like i said before, players should be able to skip the first cutscene!
(especially after they saw it once already, there is no reason to watch it again right? it doesn't make sense, because is this long, and this is a multiplayer game, is practically impossible to play this with random people, cuz they will get bored of the long cutscene and will never play this map twice or worst case they will just leave during the cutscene (which will happen most of the times with this kind of long cutscene maps, from my experience).
III. The final point is about dying, so... once 1 player dies is game over for everyone, and that's it, we have to restart the whole game, watch the whole cutscene again and go through the same level again.. as you can imagine that will never happen in real life with real people, once again i tell you, this is a multiplayer map, i wouldn't have a problem with it IF this was single player, but... because is multiplayer this map as it is right now is just impossible to play, My suggestions to fix this last issue are:
1. Give players ankhs! (1 is enough).
2. Give tips to players to not run off on their own, cuz if they die is game over!
3. Make checkpoints on the map, for example, when we got to that archer camp, that would be a great place to put a revive stone or something alike, so when all players die, they will have another chance to revive from that camp and try again, (This way they don't have to go through the whole long cutscene again as well, which saves a lot of time and doesn't make the players quit the game and never play again).
IV. This one is optional, but i would love if the creeps(animals) dropped items like pots and what not, makes the game better and rewards the players from killing all the creeps (since it seems we were capped at lvl 2 in this first chapter)!
That's it, Now don't get me wrong, i loved the cutscene, the story, the characters, theirs spells, and the map design, but as you can see those are some big problems that need to be resolved in my opinion in order for this map to be playable.
I would also like to play this alone. Thats a shame.I could make it single player campaign but that way it would be too difficult to play because the bosses require a lot of fast coordinaton and team group-ups, also some maps in later storyline require each player to do his part at the same time in different parts of the map so... That will just be too difficult, sorry.
That can be easily fixed with quest log information.If I allow skipping of cutscenes 90% of the players will skip it immediately therefore they wouldn't know what to do next or what the whole point of the map is.
Thanks for the review, will look into these and provide detailed solution to the each!A lovely little Fellowship of the Rings-like RPG series that could make use of more custom stuff to make it feel less Warcraft III as you get the feeling of monotony using the same spells quick since you don't even reach the ultimates in this part.
- The crossbowman left after the quest and came back.
- There are no items in the vault to pick. A Thunder Staff appeared outside though.
- Generally units selected during cinematic mode.
- You should use queue animation so that they won't freeze when you play them during cinematic scenes and will continue with a stand one.
- Bandits just spam out of those tents. If you retreat, it's Pandora's box. You got to run like crazy near each one from the start.
- He said they have the key but I didn't find it so I can open the eastern gate. OK, it remained where I last opened the gate to the second tower.
- Intended for the heroes to have a small chance of super big critical strike? The Outlaw Captain died in one blow at one point.
- Quest items could be variables (rune items) so they won't occupy inventory slots.
- You can reach the tribe chief but he's invulnerable. Massacred everyone in their base and still the chief is invulnerable. OK, there was another Gregory bag south of the boss.
- The ogres didn't help as the camp was already massacred and there were no more boys to help the chieftain.
- The ogres don't eat him, they hit him one-two and run away.
- I fought some live chests before the scene where Bronndin gets surprised by them.
- Some of the Enchanted Spheres followed me through the Way Gate to the gate where beyond lies a Living Statue.
- You can patiently destroy the statues from behind the gate.
- There are two levers for the gate to the statues but you only need to hit one.
- There's not much engagement with the statues. I thought every hero would have to run from them to step on a switch.
- The dwarf's sight is really small.
- The "death traps" deal damage even after they disappear for a while.
- The big gate of the treasury remains selected during cinematic scene.
- The path through the treasure piles feels random. There are spots where you'd say you can go through but can't.
- Some of the Treasure Guardians can't be reached.
- As many times before, heroes selected during cinematic mode (dragon egg in proper place scene).
- Not sure if intended but you can draw the wolves out from the big pack, one by one.
- Pirates aren't humans too? Well, there are some dwarves as well.
- The barrels in chapter 6 have no death animation. Items dropped from them might remain unnoticed. Also, it's confusing that some can be destroyed and some not.
- There should be a pause between the movement of the troops so they won't stumble upon each other and on the heroes.
- It's weird that you lose if the "pirates come too close" since no villager has been even hit.
- The talking could be done while the ship moves; it shouldn't stop.
- What stopped the pirates from shooting the cannons after Kratos was killed?
Very immersive, nonetheless.
Approved.
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You should make it possible to do so single player, like give all the units to the player if slot is empty.
Because there maybe people who like to just have a stupidly hard time, or just have no one to play with(like me, sad I know)and might as well try to go solo.
Or something
As the "Map Description" said, it requires "1.24-1.28". This means, you can play this map on any Classic W3 versions.I have only ver.1.26a and 1.31. can i playing with any of them?
Glad you liked it bro.played on single player: fun and clever story, terrain, gameplay and rants were great
a few notes:
most bosses (gustavo, spider, werewolf) seem to be OP on single player (well, I'm not the best player, either), but I guess they're beatable and easier on multi-player
in map 2 when chasing the captain, it said "silver key acquired", but the door wouldn't open.. (I managed to finished it, because I noticed that they can be destroyed, although it takes a lot of time, but it wasn't a problem, because it reminded me of destroying the gold mine in warcraft 2 hehe)
sure thingTry God's Remnants Pack 2
The next installment of the campaign, hope you like that one better it's more complicated with storylines
cool, I liked the horror element in that map, and that werewolf model is just greatwerewolf comes back later
You played the most boring part of the story just yet, play pack 2 it evolvesI dont like the story of this campaing is Boring and kind same but other things was good
You played the most boring part of the story just yet, play pack 2 it evolves
Hello man, I am more than glad to hear (read) your review of my campaign/RPG storyline game.Hello Bandy! guess what, i finally came back to this rpg/custom campaign of yours and i finished it, god damn man, i didn't expect it to be this good, the story sure started to kick in after the first chapters and after that i was hooked! i couldn't stop playing until i finished the whole thing
well, until pack 3 that is since the story isn't finished yet.
I played all maps SOLO since... oh well is hard to find people that care enough to finish these kind of big story rpg's with you so yea..
I played on Version 1.26 of War3, at first i tried playing on version 1.29 and 1.31 but since you made the maps to fit the older versions, playing on the newer ones kinda breaks the game, so i made the choice to play on an older version, glad i did!
~ A few thoughts about some chapters:
~Chapter 2
- King Gustavo doesn't become vulnerable instantly after i defeat all the shades, it takes a while for him to wake up and start fighting by becoming vulnerable again.
~Chapter 4
- Interesting puzzles, i really loved how the statues became animated and the gold warriors as well, very cool visuals for sure, pretty unique!
- In the Gold zone where the Dragon Lord soul is, there is that south gate that is closed during the whole quest with returning the egg, but you can actually walk past that closed gate, skipping this whole zone.
~chapter 5:
- There isn't much to do while having to wait 15 minutes in the last stage of the mission, i suggest decreasing the time and just adding more wolves to the attack waves.
~Chapter 7:
- The herbs from Junpuri are very hard to spot on the ground since they look exactly like normal grass, i think you should make them more visible so players can see them, the only reason i found them was because i usually left click on the ground and select big areas to see if i find anything that can be selected, but im not sure other people do the same.
Also after i found the first herb it said there are 0 herbs remaining to find, and after i got the second one, it said there is 1 remaining herb even tho the quest says is done, those 2 texts should be reversed.
- In the arena fight with Eialana, i can use Fire Wave to kick her out of the arena through the walls, then she gets stuck outside.
I guess one way to solve the problem is by putting some invisible walls around the arena.
- When the enemies infiltrate the elf town and get to the fountain to steal the orb , they all look exactly like the elves in town, so that whole fight with them was very confusing, maybe they should change their skins before the fight starts, just a suggestion.
~Chapter 9
- Once we got into the city it was pretty confusing finding out what to do, there should have been some hints on the map to locate the towers we have to go to cuz the quest said they were in the middle of the city, but they were in the corners of the city instead.
- We should get vision of the bisons and the elephants when they start to attack the city, that would make for a better and cooler scenario since we can see the fight.
Things like this matter because they make the player curious about what is happening on the map, so for me for example this made me use "iseedeadpeople" to see whats going on, and thats bad, the map shouldn't force the players to use cheats just to experience the map, same with the towers, i had to keep using iseedeadpeople to search for these "towers" in "the middle of the city" cuz there were nowere to be found, and instead they were in the corners.
~Chapter 10
- Why are the mutated leopards that we release from the cages invulnerable?
- The north lever that closes the water gates to stop the snakes from coming in, that one is invisible to the player, yes i know you put hints to change the camera angle and what not, but that is still bad, the levers should be visible to the player from any angle!
Also this seems to be the only map where changing the angle would be necessary to spot that lever so... the whole changing the angle thing is totally pointless, i suggest like i said to move the position of the north zone lever a few meters up so players can see it and not be hidden behind the walls,
this made me per usual rage since i had no idea what i was missing, used iseedeadpeople and what not, took me like 10 minutes to spot the lever from the north side...
~Chapter 14
- That small chunk of ice Adhelion has to destroy with autoattacks, is barely visible... took me 1 minute to even spot it cuz is not really clear with the terain what exactly u have to attack, gotta make that thing more obvious, or else ppl will get stuck for sure and quit the game.
As you can see the only way to spot it is by right clicking around that area by pure luck, thats how i made it work, kinda dumb, since you can't select it or anything.
- Wendigoos should have fast move speed, since just a few moments earlier Bronndin told us that no dwarf saw a wendigoo and lived to tell the tale since they couldn't run away from them or something.
~Chapter 16
- Nothing bad to say here, i liked the map, i feel like the fish units should do more dmg tho, their dmg is pretty bad even when my heroes get surrounded i can barely feel their dmg, and they get insta killed by any spells so they are a joke.
~Chapter 17
- The only negative i can say about this chapter is the lack of mana on my heroes, not having any mana regen spells other than the passive aura + the mana burns from the enemy units was pretty rough, i had to wait like 30 sec after each battle to regen mana on my heroes cuz otherwise im dead in the fights, i feel like there should be some mana healing items around this map, like mystic mana fountains since this area is a druid/night elf zone, or anything that regens the mana of the heroes, otherwise you are forcing the players to afk for their mana to regen after most battles with the druid forces.
I guess you can implement some items on the ground how you did in the previous chapters like the fresh water items.
~Chapter 18
- In the first part of the map with clearing the outposts, there were a few units left that were hidden on the outskirts of the outposts, so i didn't see them, and because of that once again i had to use cheats to see wtf am i missing, i think you have to put most of the units near the outposts and not everywere else, if the quests says clear the outposts, and when the player does that and the quest isn't done, then yea.. thats bad...
This guy and the others like him in the forest in the north i believe are also tied to the quest of clearing the outposts, so yea.. because of this lil fella i had to use cheats and see what am i missing.
- At the last part with the boss battle vs the 3 barbarian heroes, the only way to win vs them is to kite them and use spells to make them lose agro, there is no other way since they do a shit ton of dmg to my heroes and my only heal is from Adhelion's staff... which is stupid.. remember the point i made about being able to pick which items you keep on the next chapters.. yea, i wish i could have saved the other healing item, but it was replaced by something else... thats bad.
Having only 1 healing spell from Adhelion's staff at this point in the adventure feels a bit sad.
~Overall Negatives/Bugs/Suggestions
- Most important thing out of everything, there must be camera commands, playing on the classic war3 versions feels like im playing through a magnifying glass, the camera is too close to the ground...
After playing more of the game i notice you gave hints about camera commands, but that not only is kinda late into the game but the camera command itself is pretty flawed since it only increases the zoom to a certain amount and that's it, there is no way to add whatever zoom number u want and that is bad! Best way to do cameras in custom games is to simply implement a zoom command from 1000 to 3000, this way the players can choose their own custom zoom and play more confortable.
- A big flaw of the game i feel is the fact that you dont get neither xp (after one level up in each chapter) or gold from creeps, so you can simply ignore most of them, they don't drop anything either, i suggest you make them atleast drop gold and a small chance for tomes as well, so the players have a reason to fight the creeps on the map, and with the gold you can buy more tomes and maybe upgrade in from the big cities, that would be cool.
- Even tho it says you can skip the first cutscene by typing -skip, well... it doesn't work.....
I understand you don't want players to be able to skip the cutscenes so they can understand the story but the problem is that you force the good players, that like the maps and the story, to watch the cinematics again when they replay the same chapters for no reason wasting their time!
Being able to skip the cutscenes is always a possitive since the good players will always watch them if they like the maps and the story and want to understand them and enjoy them, while the bad players who choose to skip the cutscenes without even seeing them once are also the same players who don't care about the maps and their stories to begin with so is their loss, they deserve to not understand the story if they choose to skip the cutscenes, that is a punishment to them for being dumb.
- The music is lacking, is just the classic war3 music and that is not enough, since the war3 music can get pretty boring and repetitive after a while, especially for me, since i played so many war3 maps, hearing the war3 music now its just kinda pisses me off, especially the human music, i can't stand it.
Since this is a Custom RPG Series, i think it requires some Custom music.
Talking about music, the music in the cutscenes is also a must have thing, since otherwise cutscenes lose their charm without some extra music remixing, for example, when certain characters pop up in the cutscenes they should get their own themes starting to take effect, that would make the cutscenes way more fun to watch.
- I wish we were able to choose which items get replaced with newer ones when finishing a chapter, cuz the way i see it the game replaces a random old item with a new one each chapter, also, i can't seem to even change the items in my inventory or drop them, i think that is bad, we should be able to switch items however we want, is always a bad idea to remove futures in a game.
I understand you wouldn't want players to switch items like the main weapons of each hero, since they are made for their specific hero, i get that, Adhelion wearing a shield and Bronndin wearing a staff would be pretty weird and bad.. and funny at the same time, but what about the other items? they don't have anything specific tying them to any particular hero so players should be able to switch them between eachother!
That would make the game way better! building up your heroes the way you want with the items you want!
- Thomas's cape should be another color other than brown, since Bronndin also has his cape brown, at times it can get very confusing since u can't tell the difference between the two of them from the back in a fight and that is bad, i suggest you make Thomas' cape be another color.
For example Adhelion has his cape red so that is nice, each of them should have different unique colors that represents their race and powers even, won't you agree?
This is also related to their specific hero glow that is bound to the colors in the game lobby, i think you should change the colors in the lobby that represent each hero and make them be more clear from the start in the lobby, for example:
when you open a map and join the lobby you should see each hero's name and color:
Adhelion (with purple or teal color, purple because that is the elven race color from the first cinematic or teal because that is his elemental power, so it fits better, him being red color doesn't make any sense).
Bronndin (with green color, since he represents the earth element, also the dwarf race and flags are green so it fits much better).
Thomas (with Red or yellow color, red cuz of element power and yellow cuz that is his race color with the humans, even orange would fit)
So also the cape colors have to mach the hero glow of each hero!
- Talking about spells, i loved all the new and unique spells and the way they are themed to each hero and his elemental, but i feel like out of the 3 heroes Thomas has the worst spells by far, i am talking specifically about his first 2 spells "Fireball Strike" and "Flaming Swirl" they are just bad, not only they do almost no dmg but they bring nothing to the table, the only time i used one of Thomas's spells and they were good was only in the first 4 chapters against rats and lil spiders, but that's it, after chapter 4 his two main spells become totally uselss, his autoattacks get much stronger than those spells so using them feels like such a waste of time and mana.
Only way i can see to make his spells better is to either simply increase their dmg or add some extra abilities to his spells, for example, after he uses those 2 spells he lets burning effects on the enemies, and they take dmg over time based on his agility, or they leave burn marks that reduce the armor and dmg of the enemies based on a %.
- I got a question, what happned to Adhelion's brother, i remember we split during one of the middle chapters, and then we never saw him again..
- Another thing i remember is about the dragon lord sword of Thomas, i know i did that quest for the Elf guy in the Elf Town, he said he can enhance the sword, and... well... he never did... now i just noticed that i finished that chapter and he never gave my sword back lol
~Positives
~ In terms of positives, well.. what is there to not love about this series, i am gonna tell the things that impressed me:
- Like i said i liked the spells of each hero, they were cool, even tho they can be better (looking at you Thomas)
- The gameplay was really interesting and fun, destroying hordes of enemies using these powerful heroes is always nice to do.
- Talking about enemies, I really loved all the different enemies you encounter in these maps, each faction and race having their own unique models for each unit and hero was really awesome to see, that sure made the game and the world feel more alive!
My favorite skins were of the arabian themed tribes and their heroes for sure and the skin of the druidess mage one, damn that one looks awesome!
I liked all the extra critters, if i remember i think i saw otters in some chapter lol, that was cute.
- The boss fights were alright, most of the times you just have to survive their primal attacks with spells and a bit of kiting to heal and after that they can be dealt with very easily, the hardest bosses are the ones where you can't really retreat and run from them, like the spider boss in chapter 4, i remember that boss being difficult to deal with.
- I remember in one of the chapters with the desert biom, i think it was chapter 9, i saw some lions hunting and attacking some of the antelope there, that was funny to see, small details like that are really hard to find in custom games, and they sure help a lot to build the world!
- I liked all the quests, they were fun to complete, but i wish there were more sidequests as well alongside the main quests.
- The Main aspect of this series and the thing that kept me playing was of coruse the story! I really enjoyed it, it's just a straight foward adventure type story that keeps getting bigger and more mysterious with each chapter, each conclusion ends up with more mysteries and that was really interesting and fun to see, experiencing the story reminded me of wathing some good adventure movies or anime, it gave me that good feeling and i loved it.
- The characters and the dialogue is also a key aspect, even tho i feel like the english and the interactions obviously could be better, they were good enough to make me care about these main characters, watching their friendship develop going through these big adventures was super fun to experience, like giving each other nicknames how Bronndin started to call Adhelion "Elfie" after a while and what not
- Last thing i forgot to mention, is that this series reminds me a lot of the custom campaign To The Bitter End by Soul Reaver, it strikes lots of similarities to that in a good way from the way the gameplay is to the story and characters, just a thing i wanted to say, not sure if you played it or not, but you should try it if you didn't, you can learn a lot from it.
Overall i can say that i had a blast playing through this series of maps, God's Remnants surprised me in more ways than i thought!
Last thing i can say is that i can't wait to play the next chapters and see where the story goes for our 3 heroes and this world of strife they inhabit!
Great job so far with this series! The potential is huge! i hope you will keep working on it!
My rating for God's Remnants is ... ahhh... hmm.. now i would give it a rating but in which category i should put this? It is a Multiplayer RPG Series of maps, that can be played solo and that is extremely similar to a Custom campaign with all the different maps and stories, aaaah, you know what, i think i can put it in the Custom Campaigns category, i mean why not, the only difference between this and a custom campaign is that you go to Custom maps to play it instead of going to Custom Campaigns, so i think i can treat it as such.
So... My rating for God's Remnants is an S Tier! with 91 points out of 100!
LOVE the playthroughHere's my full playthrough (with edits, of course) for Pack 1. It's not that hard but setting game speed to slow or normal during boss fights or tricky sections (for using healing spells mostly), as well as only learning two abilities helps.
The puzzle part for some chapters is passable without cheats (through the staff), however for the sake of time spent I'll just blaze through them instead.
Check the game version. If you are using 1.28+, put the maps in the "Documents/Warcraft III" folder. I think these might be the reason your game doesn't detect all maps.hi every1. i have a problem my game does not see the all Remmants Pack .