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God's Remnants Pack 4

GOD'S REMNANTS
Introduction:
AFTER a very long time, my fourth chapter of 36 maps long campaign which can be either played as 3 player campaign or single player. Our heroes follow their enemies back to the continent of Carrone where it all began. In hopes of preventing the siege of the city they are desperate to find themselves rejected by the very people they are trying to save. Meet Thomas' father and his mysterious history.

Storyline:
After a brief stay with the dwarves our heroes learned that some races are not as trustworthy as others. Being rejected and sabotaged by the king Bronndin felt betrayed by his people and since departed in search for his father. After many adventures the elements soon found themselves going back to square one - sailing back to Carrone continent in hope of stopping the General and all of his others companions in taking over the Pharras city.

Maps in this Pack:

  • 19 Homecoming
  • 20 Siege of Pharras
  • 21 Treacherous Passage
  • 22 The True Owner
  • 23 In Enemy Hands
  • 24 Zagrash's Fortress
Credits:
Main characters:
Tranquil, Callahan, Direfury, Wandering Soul, Em!, Mephestrial, Explobomb, The Panda, UgoUgo, 67chrome, Sopho, Solu9, WILL THE ALMIGHTY, JesusHipster, -Berz-, Marcos DAB, L_Lawliet, Juice_F, Nightmare, imforfun, Bloodslaughter, Ofel, zbc, Paladon, kittenranch, General Frank, Edge45, Uncle Fester, Ujimasa Hojo, MatiS, Mc !, Tranquil, xorkatoss, Itius Leurn Freim, Misha, Talavaj, Assasin_lord, supertoinkz, Mike, HerrDave, Stefan.K, Miseracord, Explobomb, Forgotten_Warlord, Vinz, Hate Zanekok, Nudl9, mogulkhan1Axe, Anachron, PeeKay, deth_lord, Darkfang

Map 19:
Golden-Drake, The Panda, Revilo, eubz, johnwar, Tranquil, Uncle Fester, Wandering Soul, Mephestrial, HerrDave, bakr, Kuegukecku, Fingolfin, Darkfang, Em!, Callahan, r.ace613, JesusHipster, Bakr, evovlving, imforfun,Tranquil, ikillforeyou, HerrDave, Mister_Haudrauf, Mike, skrab, Sunchips, Blood Raven

Map 20:
Golden-Drake, The Panda, Revilo, eubz, johnwar, Tranquil, Uncle Fester, Wandering Soul, Mephestrial, HerrDave, bakr, Kuegukecku, Fingolfin, Darkfang, Em!, Callahan, Revolve, BaiyuGalan, Bakr, evovlving, imforfun,Tranquil, ikillforeyou, HerrDave, Mister_Haudrauf, Mike, skrab, Sunchips, Blood Raven

Map 21:
Johnwar, HerrDave, Wandering Soul, NFWar, -Berz-, Palaslayer, ikillforeyou, Fingolfin, Draknyte1, communist_orc, JesusHipster, MajorSonnwaitts, Shyster, DarkFang, a7xpwns3, Destructor [DoR], r.ace613


Map 22:
Aldeia, Kitabatake, Filip95, Lord_T, Red XIII, Norinrad, Himperion, frostwhisper, Rubellu Sidus, Sin'dorei300, HappyCockroach, Solu9, Fingolfin, Pinachet, olofmoleman, Forgotten_Warlord, darkdoom, HerrDave, Mullar, The Panda, stan0033, biridius, 8512590215848

Map 23:
Johnwar, Kwaliti, Sunchips, Mc !, Fingolfin, communist_orc, Golden-Drake, Dan van Ohllus, Mr.Goblin, Kuhneghetz, Aldeia, Vaduliu, -Berz-, Marcos DAB, crill-myster, Vinz, marcus158, Darkfang, HerrDave, Stormode, MN Lahmar, JetFangInferno, dhguardianes

Map 24:
8512590215848 , Thrikodius, Sunchips, Moy, General Frank, WhiteDeath, Shyrony, Jhonny Janbo, Vinz, stan0033, StaberFire, Golden-Drake, Darkfang, NFWar, Power, JohnWar, Rondo, Mr. Bob

282167-208a17153fa1cf627aef1e84b537d741.png
282168-fc6a33e56e05333fd14c88e371945f95.png
282169-d6191eb139652658bad79d27df2649e9.png
282170-f4215f84a0a85e7585a1718bea1a6891.png
282171-5b34d04377852fecfeb51d181f05c66e.png
282172-983c5141bece2912d81a914cf11cc3c5.png
May 30.2024.
  • Map 19:
    - Fixed Wall pathing, now you can't get on top of it from the outside of Pharras
    - Added periodic pinging on map for mission where you need to show the dead bodies to one of the Guards
    - Turned collision off for units moving along with elements during the mission so they could not block them
    - Added Hero glow to Gulfport Chieftain
    - Cleared selection at last cinematic of the Map

  • Map 20:
    - Made enemy units pause during the prison escape scene as well so they can't advance without being contested by players
    - Lewis and Barnabass are now controllable so you can save and defend the city more easily
    - Added Divine shield to the Emperor so he could not be killed so easily
    - Added rotation for 180 degrees so you can fight in some parts of the city where it's hard to see what's happening
    - Added Hero glow to Gulfport Chieftain
    - Cleared selection at last cinematic of the Map

  • Map 21:
    - Added different types of units while moving through Mountains so it's more enjoyable to play
    - Changed colors of Beckton and Nallowfel so you know which ones are enemies and which ones are foes
    - Fixed last cinematic where cavarly returns behind in cutscene
    - Beckton Lord is now a Hero with unique name and model

  • Map 22:
    - Fixed units getting stuck to each other while moving across the bridge
    - Beckton units no longer try to fight the Ogres, they are just moving to escape
    - Beckton units now move constantly during escape phase, no stopping (brief period only)
    - Ogre waves are a little bit easier ( More time between waves )
    - Fixed bug when you escape to the North with elements not triggering properly
    - Added Hero glow to Gregory and Gulfport Chieftain
    - Replaced Gulfport and Nallowfel villagers in map with real warriors
    - Boss fight has now a restricted area in which you are forced to fight them 3v3

  • Map 23:
    - Fixed pathing in map, units no longer fight in areas where you are not supposed to walk through
    - Gulfport units needed to finish the mission when they try to escape are all located inside their camp near their ships (South-East)
    - Increased Dragon's selection scale
    - In order to free each prisoner group now you have to kill the guards near them

  • Map 24:
    - Added hint about Bronndin's bear being able to swim and kill the wizard to break the spell
    - Fixed Bronndin's bear's abilities (icons, description, abilities moving when used)
    - Dragon Lord now always returns to his position once the fighting near him is done
    - Fixed ship movement in last cinematic returning to the coast
Don't play this chapter if you haven't played pack 1, 2 or 3 yet. Here is the link to do so:
God's Remnants Pack 1
God's Remnants Pack 2
God's Remnants Pack 3

The story inspired by various books that always missed the 'epic journey' factor for me. Hope you enjoy playing it. Great time killer for playing with friends.
Feel free to DM for suggestions and comments or if you would like to discuss the storyline.
Contents

19 Homecoming (Map)

20 Siege of Pharras (Map)

21 Treacherous Passage (Map)

22 The True Owner (Map)

23 In Enemy Hands (Map)

24 Zagrash's Fortress (Map)

Reviews
deepstrasz
Overall a really nice RPG-like to play with friends. However, it has few pesky bugs and could use more gameplay diversity as monotony of going through waves of monsters kind of catches up. Also, the story seems a bit generic (some Harry Potter...
Level 7
Joined
Jan 28, 2018
Messages
61
A good map pack, just like the previous three. Seeing the triggers, I knew the storyline might be promising.
I haven't started the full playthrough but will do so next week, so stay tuned.
Edit: Here's the full playthrough. Indeed, cinematics and long defend missions have more share in this pack, which makes completing all of these maps take even longer. But of course, at least more healing sources from heroes help a lot in maintaining game speed.
 
Last edited:
Level 9
Joined
Feb 25, 2021
Messages
32
A good map pack, just like the previous three. Seeing the triggers, I knew the storyline might be promising.
I haven't started the full playthrough but will do so next week, so stay tuned.
Looking forward for your playthrough :grin::grin::grin:
And of course I hope you played it without cheats first, to get the full effects of the story and hardship needed to finish the maps
Either way hope you liked the story and ending of Human chapter in this story.

huzzah, thanks for sharing, paitance paid off! downloading and will test
Hopefully it paid off in terms of maps being enjoyable. Will speed up the process for future packs a little bit more, 2 - 3 months should do it depending how hard it is to make the map

Well, it'd be appropriate to leave the "without cheats" part for anyone who wants to go in detail, since I don't have that much time and convenience for restarting, editing and recording (the actual footage is even longer, of course - I did play them with as fewer cheats as possible).
Sometimes I have to reload at Map 22 (the escape from Ogres part) due to cinematic triggers not working after teleporting to the other side.
In short, my playthrough mostly makes sure that everyone knows the overall story and its briefing, that's all. Thank you, the creator anyways for making this series, it's highly appreciated!
Thank for all the positive feedback so far!!!
As for the bug, I have found couple as well, waiting on @deepstrasz for a grand review so I can go in detail and fix everything that he finds
 
Last edited:
Level 7
Joined
Jan 28, 2018
Messages
61
Well, it'd be appropriate to leave the "without cheats" part for anyone who wants to go in detail, since I don't have that much time and convenience for restarting, editing and recording (the actual footage is even longer, of course - I did play them with as fewer cheats as possible).
Sometimes I have to reload at Map 22 (the escape from Ogres part) due to cinematic triggers not working after teleporting to the other side.
In short, my playthrough mostly makes sure that everyone knows the overall story and its briefing, that's all. Thank you, the creator anyways for making this series, it's highly appreciated!
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,403
In chapter 19:
  1. The castle walls need some better pathing blocking.
  2. The two allied warriors along with the Pharras troops can block your heroes in some places.
  3. The ping on the dead allies outlook doesn't reappear so you could potentially forget the place and have to walk around.
Chapter 20:
  1. It's annoying to fight at the gates since you can't see anything because of the castle walls. Same in some parts of the city.
  2. An advantage the players have is that the enemy has too many troops (under 1 computer player) and thus the troops have delay in moving or attacking). Well, at least until the other two groups join. Overall, feels like an invasion, ha-ha.
  3. Units (including enemies because that's the important thing) are paused when speaking to the king but when the heroes are moved to the two exiled warriors at the prison, the enemy moves again while you have to wait for the talk to finish.
  4. Having to not let uncontrollable heroes/units die is a more annoying issue.
  5. Problem with protecting the emperor part is that he goes right through the enemy waves which is quite hit or miss regarding healing/defending him and your heroes as well as the exiled warriors. IMO, maybe the emperor should have an ankh of reincarnation or a self healing ability of his own or a temporary Divine Shield or Mana Shield, something. Also, the emperor is pretty stupid in that he goes to attack the pirates on the left side instead of going towards the gates. And the pirates appear over and over. Finally, the current pirate wave was eliminated at the harbour and the emperor and his escort went north before the next wave spawned.
Chapter 21:
  1. A lot of Stone Golem spam. Could be more diversified.
  2. Also by the way, each time a chapter starts or a game is loaded your heroes are red. That is annoying IMO. And with the bandits also red as well as Nallowfel it's even more weird.
  3. Some of the Nallowfel cavalry which goes to the left, remains in the back of the screen.
  4. Since this chapter you can't select which spells you want, only one of two (specifically, the Q or W spells) as the E is always already maxed.
Chapter 22:
  1. Some bandits who killed the lured ogre remained on the bridge so the Beckton troops can't get past them since the idiots stay on the bridge. They can be made to move somewhat when the ogres attack them.
  2. Spells like Fire Wave can get enemies in unreachable places.
  3. The bandits don't move further and remain somewhere on the path when you fight the ogres in their camp. They started moving after I got a bit to the south at the archway entrance.
  4. Beckton Spearthrowers are quite weak against ogres and they are hard to protect once they engage since they don't run away and continue to fight every ogre that comes in their range.
  5. Heroes have been moved from the ogre northern map edge to the edge to the east but they were paused and nothing could be done to continue playing. Worked on loading the game and moving the heroes one by one in the region.
  6. If Gregory and Erlik are heroes, would be nice to have glow: How to add Hero Glow without Modeling
  7. Weird that the Gulfport troops would bring villagers and not warriors. It made sense for workers to defend Pharras though.
  8. Some Spearmen come with very low HP for some reason. I guess they might be those which are thrown out of the pathable area by Fire Wave and find their way out somehow.
  9. Not sure if intended but you can separate the ogre chief from the other two and the elemental from Gregory and beat them 3v1 each.
  10. After talking to Conrad, two of the heroes move a little and simply vanish while Adhelion remains idle after walking a bit.
Chapter 23:
  1. Pretty trial and error with the Gulfport troops since they are not all in their camp and much time is wasted also fighting Nallowfel, especially cavalry. Would help a little if the yellow troops would start moving/attacking as you clear out the enemy guards.
  2. How do you rescue the prisoners? Nothing happens when you go near them. Overall, this chapter is very tedious.
  3. Some of the allied and enemy troops meet in the base in blocked areas.
  4. Dragon's selection scale is small.
Chapter 24:
  1. Paw Bash should have a passive ability icon. Can be made with: Button Manager v1.8.2
  2. By the way. I'm quite disappointed the Brockten didn't get a unique hero character.
  3. Haven't seen a hint that the bear can swim so you have to find out and then slowly kill the Tornado and Banish casting wizards in the north.
  4. When Devour is used, Roar takes its place and the spell disappears.
  5. The Dragon Lord was on the bridge but the heroes were moved to the minimap ping location when they had to talk to him about the enemy invincible troops. Thomas' father remained on the bridge though.
  6. The elven ship left but returned to the shore the dragon flying over it.
gods01.pnggods02.pnggods03.pnggods04.pnggods05.pnggods06.pnggods07.png
Overall a really nice RPG-like to play with friends. However, it has few pesky bugs and could use more gameplay diversity as monotony of going through waves of monsters kind of catches up. Also, the story seems a bit generic (some Harry Potter inspiration there) with master of master, evil dude thing plotting to rule the world and whatnot.

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/
 
Level 9
Joined
Feb 25, 2021
Messages
32
In chapter 19:
  1. The castle walls need some better pathing blocking.
  2. The two allied warriors along with the Pharras troops can block your heroes in some places.
  3. The ping on the dead allies outlook doesn't reappear so you could potentially forget the place and have to walk around.
Chapter 20:
  1. It's annoying to fight at the gates since you can't see anything because of the castle walls. Same in some parts of the city.
  2. An advantage the players have is that the enemy has too many troops (under 1 computer player) and thus the troops have delay in moving or attacking). Well, at least until the other two groups join. Overall, feels like an invasion, ha-ha.
  3. Units (including enemies because that's the important thing) are paused when speaking to the king but when the heroes are moved to the two exiled warriors at the prison, the enemy moves again while you have to wait for the talk to finish.
  4. Having to not let uncontrollable heroes/units die is a more annoying issue.
  5. Problem with protecting the emperor part is that he goes right through the enemy waves which is quite hit or miss regarding healing/defending him and your heroes as well as the exiled warriors. IMO, maybe the emperor should have an ankh of reincarnation or a self healing ability of his own or a temporary Divine Shield or Mana Shield, something. Also, the emperor is pretty stupid in that he goes to attack the pirates on the left side instead of going towards the gates. And the pirates appear over and over. Finally, the current pirate wave was eliminated at the harbour and the emperor and his escort went north before the next wave spawned.
Chapter 21:
  1. A lot of Stone Golem spam. Could be more diversified.
  2. Also by the way, each time a chapter starts or a game is loaded your heroes are red. That is annoying IMO. And with the bandits also red as well as Nallowfel it's even more weird.
  3. Some of the Nallowfel cavalry which goes to the left, remains in the back of the screen.
  4. Since this chapter you can't select which spells you want, only one of two (specifically, the Q or W spells) as the E is always already maxed.
Chapter 22:
  1. Some bandits who killed the lured ogre remained on the bridge so the Beckton troops can't get past them since the idiots stay on the bridge. They can be made to move somewhat when the ogres attack them.
  2. Spells like Fire Wave can get enemies in unreachable places.
  3. The bandits don't move further and remain somewhere on the path when you fight the ogres in their camp. They started moving after I got a bit to the south at the archway entrance.
  4. Beckton Spearthrowers are quite weak against ogres and they are hard to protect once they engage since they don't run away and continue to fight every ogre that comes in their range.
  5. Heroes have been moved from the ogre northern map edge to the edge to the east but they were paused and nothing could be done to continue playing. Worked on loading the game and moving the heroes one by one in the region.
  6. If Gregory and Erlik are heroes, would be nice to have glow: How to add Hero Glow without Modeling
  7. Weird that the Gulfport troops would bring villagers and not warriors. It made sense for workers to defend Pharras though.
  8. Some Spearmen come with very low HP for some reason. I guess they might be those which are thrown out of the pathable area by Fire Wave and find their way out somehow.
  9. Not sure if intended but you can separate the ogre chief from the other two and the elemental from Gregory and beat them 3v1 each.
  10. After talking to Conrad, two of the heroes move a little and simply vanish while Adhelion remains idle after walking a bit.
Chapter 23:
  1. Pretty trial and error with the Gulfport troops since they are not all in their camp and much time is wasted also fighting Nallowfel, especially cavalry. Would help a little if the yellow troops would start moving/attacking as you clear out the enemy guards.
  2. How do you rescue the prisoners? Nothing happens when you go near them. Overall, this chapter is very tedious.
  3. Some of the allied and enemy troops meet in the base in blocked areas.
  4. Dragon's selection scale is small.
Chapter 24:
  1. Paw Bash should have a passive ability icon. Can be made with: Button Manager v1.8.2
  2. By the way. I'm quite disappointed the Brockten didn't get a unique hero character.
  3. Haven't seen a hint that the bear can swim so you have to find out and then slowly kill the Tornado and Banish casting wizards in the north.
  4. When Devour is used, Roar takes its place and the spell disappears.
  5. The Dragon Lord was on the bridge but the heroes were moved to the minimap ping location when they had to talk to him about the enemy invincible troops. Thomas' father remained on the bridge though.
  6. The elven ship left but returned to the shore the dragon flying over it.
View attachment 474694View attachment 474695View attachment 474696View attachment 474697View attachment 474698View attachment 474699View attachment 474700
Overall a really nice RPG-like to play with friends. However, it has few pesky bugs and could use more gameplay diversity as monotony of going through waves of monsters kind of catches up. Also, the story seems a bit generic (some Harry Potter inspiration there) with master of master, evil dude thing plotting to rule the world and whatnot.

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/
May 30.2024.
  • Map 19:
    • Fixed Wall pathing, now you can't get on top of it from the outside of Pharras
    • Added periodic pinging on map for mission where you need to show the dead bodies to one of the Guards
    • Turned collision off for units moving along with elements during the mission so they could not block them
    • Added Hero glow to Gulfport Chieftain
    • Cleared selection at last cinematic of the Map

  • Map 20:
    • Made enemy units pause during the prison escape scene as well so they can't advance without being contested by players
    • Lewis and Barnabass are now controllable so you can save and defend the city more easily
    • Added Divine shield to the Emperor so he could not be killed so easily
    • Added rotation for 180 degrees so you can fight in some parts of the city where it's hard to see what's happening
    • Added Hero glow to Gulfport Chieftain
    • Cleared selection at last cinematic of the Map

  • Map 21:
    • Added different types of units while moving through Mountains so it's more enjoyable to play
    • Changed colors of Beckton and Nallowfel so you know which ones are enemies and which ones are foes
    • Fixed last cinematic where cavarly returns behind in cutscene
    • Beckton Lord is now a Hero with unique name and model

  • Map 22:
    • Fixed units getting stuck to each other while moving across the bridge
    • Beckton units no longer try to fight the Ogres, they are just moving to escape
    • Beckton units now move constantly during escape phase, no stopping (brief period only)
    • Ogre waves are a little bit easier ( More time between waves )
    • Fixed bug when you escape to the North with elements not triggering properly
    • Added Hero glow to Gregory and Gulfport Chieftain
    • Replaced Gulfport and Nallowfel villagers in map with real warriors
    • Boss fight has now a restricted area in which you are forced to fight them 3v3

  • Map 23:
    • Fixed pathing in map, units no longer fight in areas where you are not supposed to walk through
    • Gulfport units needed to finish the mission when they try to escape are all located inside their camp near their ships (South-East)
    • Increased Dragon's selection scale
    • In order to free each prisoner group now you have to kill the guards near them

  • Map 24:
    • Added hint about Bronndin's bear being able to swim and kill the wizard to break the spell
    • Fixed Bronndin's bear's abilities (icons, description, abilities moving when used)
    • Dragon Lord now always returns to his position once the fighting near him is done
    • Fixed ship movement in last cinematic returning to the coast

 
Level 8
Joined
Oct 22, 2004
Messages
87
i re-downloaded the pack just in case. everything went smoothe now. loved the plot twists and story telling. the last boss was absolutely challenging and satisfying with its sense of carrot and stick. looking foward to what comes next! keep it up
 
Level 9
Joined
Feb 25, 2021
Messages
32
i re-downloaded the pack just in case. everything went smoothe now. loved the plot twists and story telling. the last boss was absolutely challenging and satisfying with its sense of carrot and stick. looking foward to what comes next! keep it up
As always thank you for the awesome feedback.
It will be much shorter for the pack 5 to come out as I am really looking forward to make maps for people that appreciate it a lot

:thumbs_up::thumbs_up::thumbs_up::thumbs_up:
 
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