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Hero's Journey v1.6f

299254-2c32e9645447c41a0191a19b3594abb2.png



Embark on your journey from a humble villager to a legendary hero.

FEATURES:
  • Expansive RPG that can be played with any number of players
  • 10 different character classes with unique mechanics, abilities, and upgrades
  • Open-world map with various secrets, minigames, towns, npcs, and quests
  • Save / Load system
  • Dynamic quest system that scales with number of players
  • Dynamic guidance system that informs players on possible objectives based on their level
  • Challenging gameplay with resource management and a resting mechanic
  • Scaling dungeon mechanic for 1-6 players of any level
  • Customizable player housing
  • Crafting system for creating gear and items
  • Unlockable mounts!
  • Fishing system and resource gathering
  • Unlockable character skins
  • Original music
PATCH NOTES: Hero's Journey Patch Notes

FUTURE PLANS:

  • Increased level cap and content for higher level heroes
  • Expanded map
  • More dungeon locations
  • Subclasses / Specializations for each class
  • More unlockables
CREDITS:
Previews
Contents

Hero's Journey v1.6f (Map)

Reviews
deepstrasz
A bit fuzzy until you get the know hows but it has multiplayer and replayability. Plus has some PvP mini games. Not keen on the fact that mounting loses the CTRL+number group key binding during the mount phase. Approved. If you want more reviews...
I really enjoy the map with my friend( dungeon creeps scale up depend on amount of player is a nice idea,I always like to solo rpg map).hope the map in the future will have more content( more ability and ability scale up with main attiribute, more items(currently map has a lot of shops but less variety of items) more quests for each class, quests for each class for true hero journey and a main quest for all players to defeat a boss or something really fun.
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,706
A bit fuzzy until you get the know hows but it has multiplayer and replayability. Plus has some PvP mini games.
Not keen on the fact that mounting loses the CTRL+number group key binding during the mount phase.

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 8
Joined
Oct 13, 2019
Messages
44
A bit fuzzy until you get the know hows but it has multiplayer and replayability. Plus has some PvP mini games.
Not keen on the fact that mounting loses the CTRL+number group key binding during the mount phase.

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/
Thanks for the review! I never even considered control groups while mounting. I just uploaded an update that fixes that! I plan on adding a lot more to this map. I hope you enjoyed, and I appreciate the feedback.
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,706
Thanks for the review! I never even considered control groups while mounting. I just uploaded an update that fixes that! I plan on adding a lot more to this map. I hope you enjoyed, and I appreciate the feedback.
Yeah, you could use a morph spell to keep the control group from disabling in either form.
With updates and stuff, this surely can get 5/5.
 
Level 3
Joined
Nov 11, 2024
Messages
5
Soooo.... I uh... found a bug.


I had the portal key after a full moon, put it in my crafting table, clicked it and it WARPED IT OUT OF MY HOUSE AND PUT IT IN THE WAYPOINT.
Just to let you know, I downloaded Warcraft 3 again just to play this map. So far, it did not disappoint. It's been a lot of fun!



Edit: Found something else!

Crystal ores call Crystal Ingots "Crystal Bars" in their text.

 
Last edited:
Level 8
Joined
Oct 13, 2019
Messages
44
Soooo.... I uh... found a bug.


I had the portal key after a full moon, put it in my crafting table, clicked it and it WARPED IT OUT OF MY HOUSE AND PUT IT IN THE WAYPOINT.
Just to let you know, I downloaded Warcraft 3 again just to play this map. So far, it did not disappoint. It's been a lot of fun!



Edit: Found something else!

Crystal ores call Crystal Ingots "Crystal Bars" in their text.

Thank you so much for the feedback! I'm glad you're enjoying the map. I'll address the bug and typo you found next time I post an update! Also, I'd be happy to consider any ideas/suggestions on future additions to the game.
 
Level 3
Joined
Nov 11, 2024
Messages
5
Thank you so much for the feedback! I'm glad you're enjoying the map. I'll address the bug and typo you found next time I post an update! Also, I'd be happy to consider any ideas/suggestions on future additions to the game.

So far, I like what you said. More map, Class Archetypes.

I think Spellblade feels wrong. It feels less "Spellblade" and more "Arcane Trickster"
4/8 classes also have stealth, which feels... clunky?

Ranger I get, Thief I get, but I feel like Barbarian could definitely get something other than Stealth.
Spellblade... yeah it just feels way more Trickster-Rogue. It doesn't have any of that "Weaving your spells with your blade" vibe that you'd expect from your standard Magus-like spell-fighter. To make Mage and Spellblade super different, I think Spellbade's mirror image should only work on themself, but they can plop the mirror image where they want and it does an AoE taunt after you get an upgrade.

And Barbarian is just... A melee character who can go Ranger with his R and back. Sure, he can't heal, but... he's basically just Ranger + a different form? Like, he feels like a Ranger sub class, rather than a Barbarian.

Also, in other forms of media (Namely DnD in this case) Rangers were the switch hitters. Able to use melee weapons, or range weapons, and swap effectively.

If you want to, I'd call ranger "Hunter" and institute Barbarian as a Hunter sub-class called "Ranger" that swaps support for the ability to swap fighting modes. Where it's other subclass could be something like "Night Stalker" which leans into the Snipes and Stealths, and Druid which leans into the Ranged damage + Support.
 
Level 3
Joined
Nov 11, 2024
Messages
5
I like the direction of the new spellblade, but trying to grind with it solo really made me want either more ways to produce Mirror Image, or to have my mirror image taunt.


My issues with spell blade are
  • Clones don't last long enough, and if the upgrade to make them last longer is in advanced it's a bit aggravating to get there solo.
  • Clones don't taunt, so you put them down and since you're bursting in melee... Surprise! You're the target! It kind of makes the main use of Mirror image for this class (I'd think it'd be, with the upgrade saying it gets full HP every time) a lot less useful.
  • I know Stealth empowers your next auto attack, but it's a Real Shame it can't buff your next Arcane swordplay. If you could stealth, walk away, then warp back with a 3x AoE burst that'd make the combo of this class really shine.

The class is supposed to be a melee mage, but it loses a lot of its value in that.
My clone and my autos slow? For mage this is great, you're ranged... but when you're melee, what's the point of slowing them down?
I think this is the talent I'd replace for something like "When you stealth, you create a Mirror Image of yourself." So you can weave your clones and even send out more than one.

I don't know if it'd make the class too good, but if stealth dropped a clone and the "3x damage on your next hit" could apply to your Arcane Swordsplay I think this class could go wild and it would feel really nice. Maybe that would make it too complex, but honestly this is the most complex melee class out there and it doesn't feel like it pays out, except maybe beaten by Barb but Barb is 2 classes at once.



Also: Not sure if you knew, but you currently do not drop items on death. Bag of holding does nothing at this time.



Edit: For ranger, I found this-
 
Last edited:
Level 8
Joined
Oct 13, 2019
Messages
44
I like the direction of the new spellblade, but trying to grind with it solo really made me want either more ways to produce Mirror Image, or to have my mirror image taunt.


My issues with spell blade are
  • Clones don't last long enough, and if the upgrade to make them last longer is in advanced it's a bit aggravating to get there solo.
  • Clones don't taunt, so you put them down and since you're bursting in melee... Surprise! You're the target! It kind of makes the main use of Mirror image for this class (I'd think it'd be, with the upgrade saying it gets full HP every time) a lot less useful.
  • I know Stealth empowers your next auto attack, but it's a Real Shame it can't buff your next Arcane swordplay. If you could stealth, walk away, then warp back with a 3x AoE burst that'd make the combo of this class really shine.

The class is supposed to be a melee mage, but it loses a lot of its value in that.
My clone and my autos slow? For mage this is great, you're ranged... but when you're melee, what's the point of slowing them down?
I think this is the talent I'd replace for something like "When you stealth, you create a Mirror Image of yourself." So you can weave your clones and even send out more than one.

I don't know if it'd make the class too good, but if stealth dropped a clone and the "3x damage on your next hit" could apply to your Arcane Swordsplay I think this class could go wild and it would feel really nice. Maybe that would make it too complex, but honestly this is the most complex melee class out there and it doesn't feel like it pays out, except maybe beaten by Barb but Barb is 2 classes at once.



Also: Not sure if you knew, but you currently do not drop items on death. Bag of holding does nothing at this time.



Edit: For ranger, I found this-
Once again, thank you so much for all of the feedback! I had a lot of the same thoughts, so for the next update, I've addressed all of the issues you've found. Items should properly drop on death now, and backpacks and the bag of holding will prevent it. I've replaced the Frost Attunement ability on Spellblade with one that summons an illusion while using Stealth, and the Blade Dance upgrade now resets Arcane Swordplay after using Stealth. I've replaced the Hunter upgrade for the Ranger with a new upgrade. Also, you should be able to load Clerics now, but a new save code will have to be made. This will all be in v1.3, which I'll most likely post later today.
 
Level 3
Joined
Nov 11, 2024
Messages
5
Do you have patch notes? I cannot locate them and I really like a list of changes to see how the game is evolving when I take time away... or when it's happening faster than I can process XD.
So far, all positive changes! Loving Warrior btw!
These next 2 issues that have been bugging me are a lot more opinionated, so take them with grains of salt.


  • Paladin is too MAD (Multi Attribute Dependent)
Out of all the classes, Paladin needs all three stats the most and it's kind of feels bad in my opinion.
  1. It wants INT because things directly scale off INT + It needs the mana for healing and casting spells.
  2. It wants DEX, and not just because of Armor. It also has a skill that says "15% Stun rate on basic attacks" which implies it wants to hit faster to proc it more often.
  3. It wants STR because that's its primary stats
It becomes a little cumbersome to build because of this issue to me. Unlike the other 2 main tanks in the game, such as Knight and Warrior at the current time, have skills that immediately make you taunt + defensive where as Paladin requires the use of 2 different skills and a lot of its boons are based off a percentage chance when you kill something which inherently conflicts with other tanks AND doesn't even benefit himself.

  • Gold skills seem useless, literally a waste of points.
Any skill that gives gold, or crafting things, feels like a waste of points. There are very few exceptions to this, but ultimately once you find even a single full moon you will get enough portals to open to get approximately 4500 gold... and by that point you're kind of done with money. I don't want to say I want full moons removed, because they are super nice when making new characters and are really feel-good to have, I'd rather see these classes gain more skill points that expand them more than just having skills that feel as if they were put in there because... they felt appropriate and were ultimately easy to make.

That being said: If full moons were a lot more uncommon and instead of some characters having 2+ skills that are merchant-y I wouldn't I mind a world where every character has their own version of a 'Gold/Crafting affecting skill' just to even the playing field.
Either that, or you should allow points from even the first skill tree to be usable on Extra Ability Points much like you can on the second skill tree.

Bonus:
Also, this isn't a criticism, more of a desire. I know you've been changing and adjusting skills in a very positive way IMO (I like how ranger went from snare trap to entangle as Ranger now feels more magical like you would expect a ranger to be)

But what I would like to see is everyone having at least 1 skill that evolves either an existing skill or gives a unique passive/effect that no one else really gets.

A great example of this is Stout and the new Spellblade. Lots of characters have stealth, but no one else has stealth + clone. We have a good amount of tanks, but NO ONE ELSE has life steal. I really like characters feeling completely unique, and while I understand some overlap is okay (See: Trent summoning on Casting Entangle for both Cleric and Ranger) I personally really like when I have a thing in my skill list that makes my skill either straight better than someone else's, or is a noticeable side grade.
 
Level 8
Joined
Oct 13, 2019
Messages
44
Do you have patch notes? I cannot locate them and I really like a list of changes to see how the game is evolving when I take time away... or when it's happening faster than I can process XD.
So far, all positive changes! Loving Warrior btw!
These next 2 issues that have been bugging me are a lot more opinionated, so take them with grains of salt.


  • Paladin is too MAD (Multi Attribute Dependent)
Out of all the classes, Paladin needs all three stats the most and it's kind of feels bad in my opinion.
  1. It wants INT because things directly scale off INT + It needs the mana for healing and casting spells.
  2. It wants DEX, and not just because of Armor. It also has a skill that says "15% Stun rate on basic attacks" which implies it wants to hit faster to proc it more often.
  3. It wants STR because that's its primary stats
It becomes a little cumbersome to build because of this issue to me. Unlike the other 2 main tanks in the game, such as Knight and Warrior at the current time, have skills that immediately make you taunt + defensive where as Paladin requires the use of 2 different skills and a lot of its boons are based off a percentage chance when you kill something which inherently conflicts with other tanks AND doesn't even benefit himself.

  • Gold skills seem useless, literally a waste of points.
Any skill that gives gold, or crafting things, feels like a waste of points. There are very few exceptions to this, but ultimately once you find even a single full moon you will get enough portals to open to get approximately 4500 gold... and by that point you're kind of done with money. I don't want to say I want full moons removed, because they are super nice when making new characters and are really feel-good to have, I'd rather see these classes gain more skill points that expand them more than just having skills that feel as if they were put in there because... they felt appropriate and were ultimately easy to make.

That being said: If full moons were a lot more uncommon and instead of some characters having 2+ skills that are merchant-y I wouldn't I mind a world where every character has their own version of a 'Gold/Crafting affecting skill' just to even the playing field.
Either that, or you should allow points from even the first skill tree to be usable on Extra Ability Points much like you can on the second skill tree.

Bonus:
Also, this isn't a criticism, more of a desire. I know you've been changing and adjusting skills in a very positive way IMO (I like how ranger went from snare trap to entangle as Ranger now feels more magical like you would expect a ranger to be)

But what I would like to see is everyone having at least 1 skill that evolves either an existing skill or gives a unique passive/effect that no one else really gets.

A great example of this is Stout and the new Spellblade. Lots of characters have stealth, but no one else has stealth + clone. We have a good amount of tanks, but NO ONE ELSE has life steal. I really like characters feeling completely unique, and while I understand some overlap is okay (See: Trent summoning on Casting Entangle for both Cleric and Ranger) I personally really like when I have a thing in my skill list that makes my skill either straight better than someone else's, or is a noticeable side grade.
It's funny, I actually planned on having a patch notes link starting for the next patch haha. I do them for one of my other maps as well, and finally started working on this enough to start doing them for this one. I love hearing the feedback! This map has really got me enthusiastic about making maps again.

I completely agree with your notes about Paladin. I think I will make another pass at their upgrades to even out their kit and stat reliance. For the upgrades related to gold, I will most likely bake their effects into existing upgrades, then add entirely new ones. I'm also considering making the portals only grant cool items instead of just being able to grant the relics that just sell for a flat amount, or maybe just having them be slightly less likely. Finally, I do eventually want to get to a point where there are little to no repeat upgrades across classes, with everyone having completely unique choices. As of now, some of them are more placeholder just to fill out the buildings for each class as I was making them.
 
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