- Joined
- Nov 29, 2012
- Messages
- 6,637
New updates! Near on finishing Optional quests and on to Main quests... that's all for now for the short updates.
Hey mate, just wanted to make here 400 post, anyway I see you do good job here(at least by coments), is there any test map?
Nice alpha tought....
Will play it soon![]()
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Nice screenshots! But if you could: just a small change: can you change the line of the first screenie to: Hi Traveler... what brings you here? If I may ask. Or: May I as Traveler: What brings you here?
Just a friendly suggestion... because I find it kind of... off =)
No offense.
Also the leaves (tileset) below the trees in screenshot 1: can you not do it like that; maybe reduce the number of times you use them below the trees (lessen their number) and raise that area of trees too.
Again, just some friendly feedback.
I edited the post Hell_Master. Check it out again.
Von Leo: My name.. is of no matter to you. Typo there.
The map is growing now![]()
Currently what i don't like is the terrain. Its very simple. I suggest resizing the trees as big as the real life trees because currently wc3 normal trees looks like midgets
I tested it out and there were some good things and not so good things (as usual in an Alpha)
Good: I like the quests, simple and plentiful. Just be sure to add some more complex ones too (Unless you just want there to be a ton of simple quests which is your prerogative.) I also liked the mini boss fight at the end.
Not so good: When I was talking to the man in the forest about him finding the blacksmith's hammer I died. The respawn of creeps happens so fast that if you start talking to him while they are dead and they respawn they are not paused like the rest of the units. The grammar also leaves a little to be desired, but it looks like you are getting a lot of feedback help with that.
All in all, a good start, keep it up and good luck.
When will you release Alpha 0.2?
I look forward to it. ^^
^^ To where I live~? Hahaha. Feel relax in your vacation and don't need to care about your map.
(Although Hong Kong's weather is a bit unusual these day that some day cold and some day hot... For example, yesterday is a bit cool but today is the hottest day this year. So please don't just bring short clothes but also jacket.)\
Sorry for off-topic. =P
So, as promised! Here are some screenshots of the new Dungeon to be named Cavern of Dangers but if you got more of an interesting name, please dont hesitate to tell me.
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Feedbacks and suggestion for terrain is appreciated!
EDIT 1: Added 2 Screenshots for the early WiP of the new dungeon to be named Cavern of Dangers.
I'm not sure about the others but I do want you to change that cavern's name (though I'm still thinking of a suggestion).
Also, since your going to use B_Cliffs as boundaries for the cavern, I suggest that you raise those rock areas and probably the cliffs too, and add more pointy rocks like the Barren's stalagmites to make it look more dangerous; but add a little red to the color of the stalagmite if you're going to do so.
Regarding the above statement, please limit the spamming of the rocks and add some other doodads like fire or smoke or destroyed support columns.
But my main point is that you should really avoid using these B_Cliffs because, I'm sure you've noticed by now, they don't match with this cavern.
Also, the terrain near the cavern entrance is a little flat; do something about that. I would also like to suggest that you make some pits in this cavern, and put like a big monster in there (I would like to see it as a boss, I don't know about you though)
Overall I'll rate it 3.9/5 for now, but still you did a great job and you're making great progress!
Sunken Ruin Rock spires are more suitable to that kind of environment imo.
MasterTrainer said:Hey Hell_master, how about naming it Unstable Den or Perilous Caverns?
EliTe said:Why don't you use rolling shores? (Deep Water, Raise Tool) Because blizzard cliffs are ugly.
New updates! Improved the new Dungeon's terrain as suggested by Elite and MasterTrainer. Thank you very much! Also, the new dunngeon's name was changed from Cavern of Dangers to Unstable Den, again thanks to MasterTrainer's idea and I am also planning to make some traps in the new dungeon, so here is the idea: In the area covered with dust model, there is a chance that a trap will take effect... a large boulder will fall to the entering unit in the Dust model, dealing damage to it. Feedbacks are appreciated about improvements for the trap I have thought of or if my idea of the trap is good or bad.
And thank you for the support guys! Heroes Tale has reached 10,000+ views... again thank you very much!
This is a big project kabayan, here's my suggestion;
- Make the cinematics skippable, coz some players do not want too much cinematics, like me
- When making cinematics, make your camera change positions, it'll be cool
- When playing cinematics, hero should be invulnerable and paused coz I died when the elf warned me not to enter
- Terrain should be improved a little bit more like making hills, waterfalls, bridges, rivers, etc...
- Instead of putting so many trees in 1 place, put rocks, shrubs etc...
- Try decorating your environment (see the rock below)
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VS
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- When entering the house, it's better not to put an sfx teleport
- Lastly if you want help in triggering, maybe I can
That's all for now, and good luck!
True, others are very easy to accomplish, the beauty of your terrain makes a big plus to a map, that's my mistake from the past, making all in one simultaneously...for me the terrain makes up a critical majority of the map
EDIT: Yup... I reviewed the wrong version. Shoot me.
Hello Hell_Master. Your singleplayer RPG map, Heroes Tale has impressed me and I have decided to write a review for it. Please note that I may be playing the wrong version or that bugs that I announce may have already been spotted by someone else. No, I did not read all thirty pages of comments. Now, to my review. First off, the beginning cinematic was decent, but the cinematic does not start instantly and the player is able to select his or her hero before it begins, which leads to the player seeing a selection circle in the cinematic when Angus is talking. (Just a minor aesthetic bug.) Next, I'm pretty sure I saw some grammar errors in the cinematic. Double check your dialogue please. The next thing I saw was your terrain. It was good, with nice use of custom doodads, but I feel as if the terrain could use a bit more fallen leaf/stick doodads. Even with the slopes and tile variation, the terrain did seem a bit bland. Shouldn't a forest have a lot of that stuff on the ground? (You don't have to take my terrain complements seriously, as I am no terrainer.) I also noticed that there were no wild animals. Make some of those! Next, I like how the player wasn't forced into the house (by cinematic or by blocking all routes away from it). However, the house seemed to have a problem. When I walked over the circle of power, I wasn't transported into the house. Because I was curious, I had Angus walk closer to the house. I then discovered that you could make Angus dissapear into the house. Fix the house's pathing. After wandering around the house, I was transported in. Your house has a very plain interior. Add some more doodads! Also, I liked how you put bear carpets in the house, but do the carpets really both need flies flying around them? After I got the quest, I set out in the wilderness to get the stones. I went south and battled some creeps and was attacking my first Saphire Stone when suddenly the Demon Imp I had killed like ten seconds ago respawned. You need way longer respawn times. I mean seriously. Wwaayy longer. Also, I noticed that the Sapphire Stones drop two kinds of items, Sapphires and Magical Stones. I'm assuming you meant for both kinds of items to be stackable, because when I picked up a second Sapphire when I already had one the Sapphire I had picked up dissapeared, which I presume is part of of your stacking system. If so that means you just forgot to add charges to the Sapphire. Sometime after that, I got my third Magical Stone and returned to Kan. The Circle of Power worked for me the first time, but while the camera panned to Kan's house, it did not seem as if my character Angus did. I saw Angus's portrait speaking, but did not see Angus talking to Kan. I noticed some grammar errors in the conversation, such as a missing apostrophe in "don't" and "...what and adventurer do." It should be does, not do. (I think.) After it says that a day has passed, I saw my hero. Now, after the cinematic had finished, I explored the house. I noticed that I could walk through nearly everything. (Gold, lumber piles, barrels, etc.) Put some pathing blockers in those objects! Also, put some sight blockers on the walls of the house. I could see quite a bit of the blank area of the map. Another thing I saw that caught my eye was the Magical Fountain. I was able to defeat the Furbolg guarding it, but the fountain did not seem to heal me. One other thing I saw was that some of your Sapphire Stones did not seemed to be owned by Neutral Passive (the player). (That's a REALLY minor aesthetic bug, no need to fix it.) Now, a question. Is the Corrupted Ancient Beast supposed to be hostile? I'm attacking it and it's casting a really cool looking Frost Armor, but it's not attacking me back. I also can enter the blank part of the map.
I know I've said almost all bugs and not many things I liked about the map. I'll say things I like now. I like all the custom models you've used. They fit well. Second, although the terrain isn't that good, it has had some work put into it. I like the stat point system. I like the loading screen. I like the story so far. (There's a lot more things I like, just I just spent around one hour writing this comment and my hands hurt.)
All in all, it's a good project that could use some fixing up.
I support you Hell_Master!
So many wall of text, too lazy to ready them. Anyway you just keep making the terrain layout first so quests/story can move then just come back to it later to decorate.