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[Role Playing Game] Monster Master RPG II: The 13th Gate

Discussion in 'Map Development' started by sethmachine, Dec 29, 2013.

  1. sethmachine

    sethmachine

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    Monster Master RPG II

    Please find the source code here: https://github.com/sethmachine/mmrpg

    See my post on this thread for disclaimers and usage.

    The alpha has been uploaded to the thread. The map is also available on makemehost.com under the name "MMRPG2 Alpha v1.3.w3x" or "MonsterMasterRPG2.w3x"

    You can download the map here: View attachment MMRPG2 Alpha v1.3.w3x

    Try out the alpha, and feel free to send feedback/comments/questions/criticism. Post on the thread, send a PM, email (sethmachine01@gmail.com), or even chat on battle.net (sethmachine@USEast).

    As things stand, I will release a major new update to the alpha about every week or so.

    [​IMG]
    The original GBC game which the map is based off of.


    [​IMG]

    Monster Master RPG II is an RPG based off the Game Boy Color games Dragon Warrior Monsters and Dragon Warrior Monsters II, with its namesake coming from Robbepop's Monster Master RPG.

    The map also has sandbox elements like those found in video games such as The Elder Scrolls V: Skyrim, along with dynamically generated in-game content to keep you playing for hours on end.

    Unlike most RPGs, players each manage not one but three heroes, or monsters, in addition to their human monster master.

    A key part of the game is the search for finding and breeding the most powerful team of monsters. The map features a main story line as well, but after a certain point in the plot, players will not find it necessary to continue the main quest line to begin building their ultimate team of monsters, and can freely return to it at anytime.

    Recommended Players: 1-10
    Estimated gameplay time: 1-3 hours per session
    Number of monsters: 146 currently
    Maximum level: 99

    [​IMG]

    [​IMG] Diverse cast of monsters: 100% done
    There are ten monster families with a total of 145 unique monsters, many using awesome custom models generously provided by various artists on the hive.
    [​IMG] Intricate stat system: 100% done
    With 8 different stats, there is a lot of variation and differentiation in the roles each monster can fulfill, making no two monster species functionally equivalent.
    [​IMG] Individual stat growth: 100% done
    Each individual monster follows the average growth of its species in addition to its own personalized stat development, making even monsters of the same species unique.
    [​IMG] Automatic ability learning system: 100% done
    Every monster has three native abilities it learns as it levels, the combination of which is unique to each species.
    [​IMG] Two-way ability system: 0% done
    Monster abilities fall into two classes: field and battle skills. Field skills are generally only useful outside of battle (e.g. revive a dead monster, teleport to a city) while battle skills are the traditional auras, passives, AOEs, and so on.
    [​IMG] Complex breeding system: 0% done
    Hatching the next generation of monsters is a trial-by-error process that rewards creativity and experimentation.
    [​IMG] Stat inheritance system: 0% done
    Newly hatched monsters can inherit some of the individual stat growths of the parents, making each generation progressively stronger than the last.
    [​IMG] Ability inheritance system: 0% done
    Baby monsters have a chance of inheriting a skill from both the father and the mother, bringing the maximum abilities of each monster to 5. The possibilities are limitless!
    [​IMG] Ultimate ability recipes: 0% done
    Think of these abilities like an item recipe--if a monster already knows the required abilities, then it can learn a sixth, ultimate ability, which corresponds to that combination.
    [​IMG] Female character: 100% done
    Players are able to select the gender of their monster master
    [​IMG] Character class system: 0% done
    Players can specialize their monster master into one of several classes based on their preferred style of play.
    [​IMG] World interaction system: 100% done
    Almost every NPC and named structure can be interacted with simply by right clicking on it with your monster master, as one would approach a person to talk to them or an object to use it.
    [​IMG] Monster recruit system: 100% done
    Every time you defeat a monster it will consider joining you. Feeding it high quality meats greatly increases the chance.
    [​IMG] Monster farm: 100% done
    In addition to having up to three monsters in your party, up to 10 additional monsters can be kept at the farm, eagerly awaiting to rejoin you on your adventures
    [​IMG] Monster library: 0% done
    Visit the library to look up information on all the monster species you have bred or recruited.
    [​IMG] Creep system: 100% done
    Wild monsters roam the overworlds and dungeons, and occasionally will ambush players.
    [​IMG] Item bank system: 100% done
    Excess gold or items can be stored in a virtual item vault that can store up to 10 items.
    [​IMG] Virtual item backpack: 100% done
    Players can manage up to 10 additional items virtually by selecting their hero and pressing the ESC key.
    [​IMG] Magic key system: 100% done
    Accessing a world is as simple as having its magic key and using it on any magic door shrine.
    [​IMG] Quest API: 100% done
    All quests are made through a concise vJASS API, allowing complex but easy to follow quests.
    [​IMG] Random world generation: 0% done
    Many magic keys lead to non-quest worlds with their own randomly determined tileset, geography, towns, dungeons, monsters, and bosses.
    [​IMG] Random quests: 0% done
    Many extra quests are randomly generated, giving players constantly a task to do.
    [​IMG] Quest points: 0% done
    Completion of both scripted and random quests awards quests point, which are accumulated permanently.
    [​IMG] Dungeon system: 0% done
    In many worlds players can come across optional dungeons, which leads to an item chest at the final floor.
    [​IMG] Item chest system: 0% done
    Most dungeons feature their own item chest which is a random reward based on the difficulty of the dungeon.

    [​IMG]


    [​IMG]


    Monsters are what the the game centers around. They tend to resemble animals, mythical creatures, humanoids, and come in all sorts of shapes and sizes.

    [​IMG]
    All monsters are capable of breeding with any other, so long as their genders are opposite. When a monster master breeds two monsters, they will leave behind an egg, but then leave forever on their honey moon.

    sethmachine Presents

    MONSTER MASTER RPG II: THE 13TH GATE
    Created by sethmachine

    Map Info:


    Monster Master RPG II: The 13th Gate is an RPG based off both its namesake Dragon Warrior Monsters for the Game Boy Color, and Robbepop's Monster Master RPG. Unlike most RPGS, the player does not command a single hero, but rather a party of three loyal monsters (hero units) along with their monster master (the player character). The core mechanics of the gameplay are split into two parts: (1) progressing along the main plot and solving quests, and (2) breeding the most powerful team of monsters. The two are not mutually exclusive—to get further into the story, the player will need more powerful monsters. Likewise, to get access to rarer monsters, items, and better training areas, the player will need to move further along in the plot.



    Map Features
    Map features

    Features:

    Monster Master RPG II: The 13th Gate retains several of the old mechanics of the original Monster Master RPG, but adds an abundance of new features and systems to enhance the gameplay experience. The following is a non-exhaustive list of some but not all of the features that will be in the finished map.

    • Over 200 unique monsters to recruit, breed, and defeat
    • 8 different hero attributes for complex differentiation of each monster species
    • Intricate breeding system with both stat and skill inheritance
    • Random stat growth for each monster
    • 11 unique monster families
    • Monster library to keep track of every monster species you've had
    • Over a dozen worlds ranging from arid deserts to snowy mountaintops to volcanic plains
    • Myriad of castles, dungeons, cities, towns, villages, and NPCs in each world
    • Dark plot with a sinister twist
    • Randomly generated side quest worlds


    Story

    Background and Story

    Background and Story:

    Thousands of years ago: A group of demon lords and their monster slaves waged a genocidal war against humanity, invading the human worlds and laying waste to all. But when humans learned to tame monsters, the tides slowly turned in their favor, and the demon lords began to retreat to their own worlds. In the final cataclysmic battle, the humans and their monster allies destroyed the King of the Demon Lords, along with his own world, once known as the 13th Gate. To prevent future invasions, a magical barrier was devised to prevent monsters from wandering into the human worlds. Since then there has been a lasting peace.

    Today: In many human kingdoms, select few children who come of age are trained in the ways of the Monster Masters of old, so as to prepare future generations. They receive their very first monster companion, and then journey across the worlds, returning only when ready to serve. The kingdom of GreatBark is no exception, but the new monster masters of this age must face a threat the likes of which has not been seen for thousands of years. The magical barrier is waning, and nearly spent. There are reports of armies of monsters gathering and attacking. There are even whispers of the demon lords long defeated.

    Civil War: The kingdoms of GreatTree and GreatLog, along with their leagues, believe that it is because of people's ignorance of the past and tradition that the barrier has weakened. So much so they have launched a desperate invasion against GreatBark, the kingdom where the barrier resides. The Monster Generals and armies of GreatBark have been spread thin, with no soldier or monster spared to uncover the reasoning behind the barrier's weakening.

    Last hope: It is now up to the newest generation of up-and-coming Monster Masters, who are not of age to fight in the war, to journey across the worlds to find a way to repair the barrier or construct a new one altogether. Time is running out.


    Monsters
    Monsters

    Monsters and Monster Families

    What are monsters?: Intelligent and sentient animal-like creatures capable of speech, all monsters are descended from a common species. While monsters have been classified into different families (consider these separate sub-species of monsters), any monster is capable of breeding with any other monster, provided they are of opposite genders and mature. In many worlds, humans co-exist with monsters, where they may fulfill roles as pets, companions, friends, workers, or even sometimes soldiers and guards. Above all, monsters both respect and fear those who are more powerful than them. Wild monsters are those which are hostile to humans or other monsters, but can be tamed by experienced Monster Masters.

    Scholars agree on there being at least nine different monster families, although it is hotly debated whether a 10th exists. In the kingdom of GreatBark, there is a monster library with volumes of tomes describing at length the attributes of the different families and of each known monster species.

    Beast Family: Beasts have forms which closely resemble those of land mammals, though there are some exceptions. Beasts were among the first monsters to be tamed, and are known for their extreme but blind loyalty. Most beasts lack natural defenses like scales. Beasts however are capable of brutal assaults on potential targets, in addition to their high staying power. Beasts grow at moderate rate, though not as quickly as Birds or Bugs.

    Beast Screenshot
    [​IMG]
    A female King Magnataurus


    Bird Family: Birds tend to take forms of avians, both those we are familiar with, but also those of mythical origins. Birds are fast but frail, and grow quite quickly.

    Bird Screenshot
    [​IMG]
    A male Zapbird


    Bug Family: Bugs are similar to Birds in that they grow fast and are generally quick on the battle field, but some members have their own natural defenses.

    Bug Screenshot
    [​IMG]
    A male Armorpion


    Devil Family: Devils take humanoid forms in many cases, and are among the most intelligent of all monsters. They make both capable warriors and spellcasters, but are difficult to tame and raise.

    Devil Screenshot
    [​IMG]
    A male Gate Guardian


    Dragon Family: Dragons tend to resemble serpentine beasts, wyrms, or dinosaur-like animals. Of all the known families, scholars agree that Dragons constitute the most powerful and deadly of all monsters. Dragons are capable of fulfilling all sorts of roles, though they are known for their adept mastery of breath attacks and impervious scales. However, they are the hardest of all monsters to both raise and tame.

    Dragon Screenshot
    [​IMG]
    A female Battlerex




    Release date
    When will the map be out?

    Expected Release date


    I started working on the map when Robbepop handed over his Monster Master RPG project to me in early December/late November. I've been hard at work since writing all the code and systems for the map, in addition to doing the terrain and drafting the main story line.

    Given that I just started learning (V)JASS almost a month ago, and that I'm also a full time student, and that all of the systems/code has to be written from scratch, I anticipate a testable and playable beta will not be released at latest by the end of February 2014. Optimistically the soonest would be the end of January 2014.


    Promotional Codes
    Promotional codes for Monster Master RPG

    Promotional codes



    When the release of this map approaches, I will be giving out promotional codes for Robbepop's Monster Master RPG to celebrate the new map. These codes will allow you to start a new character with a random level 1 ???-monster. Do not ask for any codes until I announce that I am giving them out. I will update this page when that happens.



    How to help
    How can I get involved?

    Helping out


    I'm open to all sorts of suggestions and comments. If you've got an idea for a mechanic or feature to add to the map, feel free to discuss it here or on the Monster Master RPG page.

    Right now I am also looking for a terrainer. If you're good at it and would be interested send me a PM or post here.



    Credits
    Credits

    Credits


    I would like to of course give a special thanks to Robbepop for both making his wonderful map Monster Master RPG and giving me the motivation to get started on this project by passing his over to me, along with the unprotected map to work alongside of. Without any of that I would have never gotten started.

    I'd also like to thank the hiveworkshop community for being very helpful in answering questions about the editor, JASS, and just about anything to do with mapmaking.

    There are more thanks to be given to specific names as well (models, in depth help, etc.); I'll put these up near the actual beta release.

    Credits to these wonderful people for the models used:

    Battlerex / Gnaraya: Callahan

    Armorpion / ArchnathidMachine: CreatorD3292


    Contact
    Contact

    Contact


    Contact me here by PM or posting in either this thread or Robbepop's Monster Master RPG. I am also available over email at sethmachine01@gmail.com (please no spam).

     
    Last edited: Jul 2, 2015
  2. Awsan

    Awsan

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    Pokemon in warcraft 3? sounds pretty cool :D

    do you have any screenshots?
     
  3. APproject

    APproject

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    Your link is to -Kobas-'s description templates.
     
  4. matt5556

    matt5556

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    You said the magic words! I am definitely supporting this project!!!!!!(magic words are secret codes and monsters)
     
  5. Robbepop

    Robbepop

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    Hiho,

    I was the former project developer of this map and I am really proud to say that sethmachine really has the motivation it needs to maintain such a huge project!

    After two guys failed at overtaking this map it seem we finally found the right guy for this! ;-)

    You should definitely taste this map and at least I am looking forward to future releases of hi work and versions of this map. =)

    Robbepop
     
  6. cavity

    cavity

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    Cool, hope this progresses well.
     
  7. ELECTROLYTE

    ELECTROLYTE

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    This is great news! Was looking for a new game on Warcraft 3 to play and this one looks like it may be it. Only played a little bit of Monster Master RPG, but I still enjoyed it. I really liked the concept of it and I had to look up Dragon Warrior Monsters to get a better idea of what this newer game will be. Will the combat system be similar to the original MMRPG or Dragon Warrior Monsters? Possibly a mix? Adding a little story line to the game makes it more appealing to me. I hope all goes as planned and if you needed a tester or some ideas I'd be happy to help!
     
  8. sethmachine

    sethmachine

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    @Awsan I would not call it pokemon in warcraft III--while it is true Dragon Warrior Monsters I did come out after Pokemon Red/Blue and before Silver/Gold and it's not impossible to say it had no influence from Red/Blue, the game is actually a spinoff from the original Dragon Warrior Quest series by Enix, which existed far before Pokemon. All the monsters had already existed in those games (and in fact in some cases you could get them to fight for you, but mostly they were just bad guys). The breeding system of Dragon Warrior Monsters was quite revolutionary, and existed before Pokemon had one. There are no doubt some parallels, but it's not some pokemon clone, and in fact the only similarity is that you control a party of monsters.

    No screenshots yet as I haven't done the terrain work yet. But I'll be updating the page here periodically to reflect the progression of the map.

    @APproject Thanks for pointing that out, fixed the link to the original Monster Master RPG.

    @Electrolyte I'm glad you've tried out the original game. I am trying to recreate that experience. However the combat system will likely be the same as in Robbepop's (i.e. realtime warcraft 3 hero battles).

    I am excited for having a plot as well. There will be details on it when I finalize it.

    I appreciate the offer for testing. When the map is actually testable then I will send out a notice and just be sure to respond.
     
  9. Awsan

    Awsan

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    Ok. I'm excited to see what this project will bring.
     
    Last edited: Dec 30, 2013
  10. felixng2012

    felixng2012

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    Will the IVs in this game be like pokemon where you can get a max IV value for each stat? Like can you get a monster with max ivs for each stat and a monster with the lowest values with each stat and will there be a way to check IVs?
     
  11. ELECTROLYTE

    ELECTROLYTE

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    As you posted in the maps sections on MMRPG

    "Original 3 attributes
    1. Defense (formerly Agility) - increases armor rating
    2. Intelligence - increases mana regen, and allows monster to learn new skills/higher level ones. Does not increase mana.
    3. Strength - increases hp regen, and allows monster to carry heavier items
    or equipment
    Extended attributes
    4. Agility - increases attack speed of monster
    5. Attack - increases base damage of monster
    6. HP - increases health of monster
    7. Mana - increases mana of monster
    8. Spell Resistance / SP - increases spell resistance of monster"

    I think these changes will be good ones, but it will depend on the values and item stats. One thing about the defense is the damage reduction. I never got far in MMRPG so I don't know how high armor values could get and the amount of damage reduction a unit would have. But I don't think the values work well. Armor seemed less important than life and life regen. It didn't reduce enough damage, but then again I never got too high of a level. Also with adding new families have you considered adding custom attack and defense types for different types of units? To make them more unique.
     
  12. sethmachine

    sethmachine

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    @felixng

    Yes there are in fact IVs for each attribute (so each monster has 8 IVs). I have not decided how players will interact with these. But I believe the breeding mechanic will be a way to slowly increase the offspring's IVs, so overtime and many breeds you can *possibly* get a monster with good IVs. Again there won't be a 100% way to increase IVs (because then any persistent player can eventually get there by breeding over and over again).

    For now attribute growth itself is not deterministic (unlike Pokemon), so even a monster with slightly worse IVs could have higher attributes than a monster with better IVs, but of course these stay within some range (so e.g. all "Golem" monsters end up with high defense no matter what).

    @Electrolyte

    The armor value/agility did not play much of a role in the original probably because Robbepop wanted to avoid the usual agility hero domination (since agility would increase both dps and armor!). That's my hypothesis at least. Most of a monster's damage output or armor value (without spells) probably is meant to come from strong items.

    Stats will still be more important, since there will be ways to slowly increase stats over time (breeding or special growth items). Fusion/+ levels however will no longer play any role in increasing attributes.

    Again though it's impossible for me to say how things will end up, as I will need it to be tested how the 8 stats actually balance out, which will take a good amount of time to figure out.

    Yes I have very much been considering using the attack/armor types to further diversify the monsters (pierce, normal, etc.). I know for sure all ???-monsters will get chaos damage, if I go this route. I might keep Warcraft's matchups (e.g. pierce beats light armor, normal beats medium, etc.) or devise my own, but I know for sure chaos damage will be in there for the ???-monsters.
     
  13. Noxx-

    Noxx-

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    How will spells work out? Will there be 3 to each like before, or do you have something different planned? Will there be different spells? Will an offensive magic monster be viable, unlike in the original?
     
  14. sethmachine

    sethmachine

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    @Noxx

    From my initial designs, I will be keeping the triad skill system in place (this is how it worked in the original GBA game, monsters learned 3 skills).

    Here is my initial architecture for the skill system (I have not expanded the project post yet, because I'm not ready to)

    Skill System Architecture
    All monsters can learn up to 5 abilities.

    Each monster always gets 3 abilities it knows--the combination of which is species specific.

    Abilities fall into several classes:

    1. Passives (these only affect the monster, but are permanent). These are the most coveted and take the highest intelligence to learn.

    2. Auras (usually affect the monster and all allied/enemy monsters). These are nearly just as good if not better than passive, again should be hardest to learn.

    3. Healing/reviving spells. These are incredibly useful for long journies.

    4. Autocasts (require little to no micro). These are pretty handy, and again should require a decent amount of intelligence.

    5. Field skills. These generally do not help in combat, but rather aid in surviving out on the field. E.g. "outside" will instantly move a player out of a dungeon.

    6. Damage spells / AOEs / Summons

    7. Non-autocast buffs.


    2. All monsters should receive at least one passive skill, one aura skill, one autocast skill, one field skill, or one healing skill.

    NO monster will be allowed to receive more than one passive/aura skill except by breeding. Passives/auras will be harder to inherit.


    Additionally, bred monsters will randomly inherit one learned skill from parent A, and one learned skill from parent B.
    Some learned skills are harder to inherit (e.g. a passive versus a damage AOE).

    Constraints:
    1. Bred monsters can only inherit those skills which parents have already learned
    comment: this might be abusable, since players could decide which skills their new monster will inherit
    if they breed the parents before they learn their second skill.
    I should make sure that early learned skills are not op (e.g. a monster inherits two passives/auras!).


    However, monsters will be able to acquire up to six skills total.

    I will definitely be adding many different skills.

    To get more than the monster's native 3 skills, offspring monsters (those bred) can inherit one skill from the mother and one skill from the father. That leads to five skills total and many unique combinations.

    Of course, there are some rules with inheritance (it's almost impossible to inherit an aura or passive skill--very low chance), and also learning skills in general is a bit more difficult (monster requires a certain level of Intelligence for each skill level, linearly). Each skill will also have at least 6 levels.

    Finally, there will be ultimate skills. This are learnable by any monster if they know certain skills already (think of it like a recipe so to speak). So say a monster knows Holy Light, Rejuvenation, and Healing Wave. Then at some point they might acquire Tranquility (Love Rain). This is just a hypothetical example, but to give you an idea.

    Unfortunately, I can't see a way of preventing a smart human opponent from targeting the offensive magic monster which usually have been weaker in the endurance/survivability side. Unless I change the nature of PvP combat. But you can make anything work I'm sure against the computer.

    I've done crazy battles on the original before (all ??? monsters with fusion level 60), which can go on almost indefinitely, but I actually found that monsters with high DPS magic skills win rather than super tanky monsters.
     
  15. Lawlfool

    Lawlfool

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    The new skill system sounds promising, but I'm not a big fan of the idea of low chance to (almost impossible like you said) inherit auras/passives. That will turn up being a huge breedfest if you ask me :) which won't be that enjoyable I'm afraid.
     
  16. sethmachine

    sethmachine

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    @Lawlfool

    Well the game would get quite boring if someone gets things like Critical Strike, Bash, Evasion, all on a single monster. One can argue passives/auras are the easiest skill to use (requires 0 APM), and I don't doubt players would want to capitalize on these skills. Keep in mind that unlike the original, a monster's base attack stat increases when it levels up. So some of these skills can become even more deadly.

    Breeding the ultimate team of monsters is a separate part of the game--it will take lots of time, and is not necessary to actually beat it. In the original GBA game, my cartridge has over 255 hours logged onto it! But it only took about 10-20 hours to actually beat the plot of the game.
     
  17. Lawlfool

    Lawlfool

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    What I meant is that, I only dislike the idea of having a low chance of success when breeding monsters for these passives/auras. You can either get really lucky with breeding and get the perfect team in a few hours OR you could get really unlucky and spend countless of days breeding and breeding and still not get those monsters to inherit the extra passive/aura. Maybe you could make the system more "fair" instead of just about luck.

    This comes from a guy who has played a lot of rpgs and have been known for extremely bad luck with drops etc..

    Lady Luck's a bitch! :p
     
  18. Excilius

    Excilius

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    I love this map the moment i played it so happy it finally updated AFTER 5 years :"""((( Tears of joy~~
     
  19. sonofjay

    sonofjay

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    I played this a couple of times before. Interesting map but I hope you can improve its terrain or if you're remaking it from scratch then at least a better one since that is the only real problem why I didn't stick to this for long.

    Subscribing.
     
  20. Goodguard4

    Goodguard4

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    Wait is already out, i mean this version? if so, please tell me how to download Monster Master RPG 2!