This scenario follows the adventure of the Stormwarden, an ancient protector of the Wildlands of Ashenvale. Summoned by Moonsister Thilera, you must use the powers of the storm to defeat monsters, regain the confidence of the Elder Gods, and defeat whatever the source of this darkness is.
Features:
A brand new hero type with new hero abilities
An extended inventory system (activated once you get 6 items)
New enemies, including Burning Treants and Unstable Ghouls
Easter eggs
Two unique boss battles
Some else stuff about map:
This map is unfinished as of its submission to the Mini Mapping Contest #16 it was made for. Hence, it ends abruptly after the first two bosses are defeated and the player attempts to exit the town through the new gates. There may also be other bugs, as thorough playtesting has not been undertaken yet. These will be fixed within the next month of March 2020.
Map appears to be functional & doesn't break any rules. I did not run into any of the previously mentioned issues, you seem to have effectively fixed them.
Approved.
I don't really know what's classified as an obvious bug so I'm just going to give my opinions of the maps from the beginning. First off, I watched your streams over the last few days while you were making this, had you mostly in the background but I did tab in and out often and thoroughly enjoyed your commentary.
It was pretty cool to have an idea of what your map was going to be before playing it and still be surprised along the way. I really like how you decided to balance the hero. High mana regeneration, low cooldowns, very much like the HoTS hero or moba from which it was inspired from. It's a cool concept. Having to manage your abilities with the high mana cost but also not having to wait too long for it to regenerate. I played my fair share of games where once you're out of mana, you're either dead or you bring pots.
The chest mechanic. I really liked the chest mechanic. There's just something so satisfying about opening a big chest of goodies. I tried the silver key first (which failed, btw). I think for balance patches, you shouldn't give away so many gold keys, it kind of took away the fun of failing a chest (<- Ikr, failing probability is fun too) since I had far too many gold keys within the first 5 mins.
Bugs that I encountered were 1) The flute didn't play the tune after the 1st cast. 2) The flute didn't wake up the ogre, so I didn't play the Boss fight . 3) One of the cutscenes in the cave softlocked me.
The map has potential, but I have encountered a game breaking bug, and I am now unable to proceed. I got killed, and now my character won't respawn (see last point of my list).
The quest Fey Essence has a green icon, not properly imported.
Guess you shouldn't have been a jerk to the citizens of Shadowleaf
Thanks a lot for the feedback though. Try playing again without doing that and see if you can die elsewhere and it works. I'm guessing I checked a boolean at some point in the aggro trigger and it may have broken the death system.
I'll definitely make note of all of these errors. I should be able to work on this map again starting this Saturday.
You don't like ZXCV? I like those because they're the bottom row of the keyboard to match the bottom row of the icons on his UI. I guess that is more traditional though.
I'm actually looking through your triggers to try and see if I locate it. From what I see the "Defence" trigger doesn't deactivate any respawn critical booleans, so the problem lies elsewhere.
You don't like ZXCV? I like those because they're the bottom row of the keyboard to match the bottom row of the icons on his UI. I guess that is more traditional though.
Nice touch with the Hyppogryphs in Shadowleaf village, +atmoshpere.
Damn the map bugged out after breaking a large wooden gate in the eastern caverns, had to alt f4 the game (got stuck in the cinematic).
That's a bugger because so far i enjoyed the map.
edit: i will give it a second try later
edit2: sadly i couldn't progress again, this time the flute seemed to bug out
I'm going to start working on it again. I'm not surprised that I missed some game-crashing bugs. I hope you'll give it another chance when I update it! Thanks for your feedback.
Version 0.9b is out!
I did a couple of passes and fixed a lot of the embarassing game-breaking bugs I released this map with >< Give it another playthrough and let me know what you think! It's still not finished, but you should at least be able to get farther in the game without the game breaking.
Map appears to be functional & doesn't break any rules. I did not run into any of the previously mentioned issues, you seem to have effectively fixed them.
Approved.
I don't know if it's just me, but I can't use the horn past the shadowleaf village or the game will simply freeze. Also can't wake up the ogre. So yeah, duh...
How to put the camera back up if you reset it? OK, ESC does the job.
Primal Horn seems to instantly kill units.
Used the Horn on a lava spawn/some creatures from Pyrewood and the game froze.
Zombies awaken then sleep
The 50% chance keys are lame since you can save-load the game to cheat.
Kobolds having Archer summoning scrolls
Taking the Fey Essence from the cave gave me the quest again (quest message +flashing quest log menu/button).
When you fight the beetles, a bear and some kobold partially try coming to you from the near north.
Intended for the hero's mana to regenerate very fast?
Trying to activate the rune in the cave near the altar of elders froze the game.
So yeah, can't continue because of that bug as the runes can't be activated without the Horn and it's mandatory to win.
Generally, it's a nice little adventure RPG.
Doesn't it also slow down enemies in the radius or something? (Can't remember off the top of my head)
Yes.
If the units are weak. But I'll have to test that out.
Interesting. I'll definitely check that bug out.
Yeah, that whole exchange and that stupid flute need some serious attention on my part. Really buggy.
Shame on you But yeah, you have a point. Maybe not the best idea for a game mechanic.
They stole them
That is good to know. I hate when I make mistakes like that. You're sure it gave you the quest and didn't just update the objective?
Good to know. I'll space out the encounters a bit.
Yes! I wanted the game to be fast-paced. Though maybe it'd be good to make it regenerate more slowly in actual combat.
Really? That's weird. Thought I had that working before.
Thanks for the bug report. When I have the time and motivation, I'll definitely try and iron this map out. I probably shouldn't have been so ambitious with some elements in the game.
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