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Outpost Defence - Singleplayer v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is a singleplayer one time adventure map in which you control one hero and have to defend the outpost from an invasion as well as destroy the enemy base.

The map can be quite hard/intense at times.

Duration is around 30-40 minutes.

Constructive feedback is more than welcome.

Made for/in Reforged v1.35.0.19887
Contents

Outpost Defence - Singleplayer (Map)

Reviews
deepstrasz
It's a nice map but very simplistic with little no variety in gameplay. Would be nice to have some more progression other than just your usual spells, like items, unit upgrade, some stuff. There's one spell that has its tooltip missing. The orc walls...
Level 4
Joined
Jul 1, 2022
Messages
23
Good concept but i have some issues with this

1. In the early game, it's quite easy for the 1st wave to reach the enemy base with you help but this aggros the paladin too easily

2. Regarding the paladin, he does not return to his starting position after he pushes you back, he stays outside or more commonly, get aggro'ed by the new attack wave and progressively inches closer to your base. This is not good when you're barely 3 minutes into the game and he's lvl 7 and you're a lowly level 2

3. If you manage to kill him, he respawns and becomes part of the attack waves. This is very frightening when you're like level 3 and sacrificed a good chunk of your base to kill him because he won't go home after the 1st wave dragged him outside

4. Bases should be able to retrain lost guards depending on what production building is left (e.g, having the bestiary can allow the kodo to be retrained after a period of time)

5. Making the fountain of health accessible and capable of healing can benefit the player
 
Level 3
Joined
Feb 10, 2023
Messages
3
Good concept but i have some issues with this

1. In the early game, it's quite easy for the 1st wave to reach the enemy base with you help but this aggros the paladin too easily

2. Regarding the paladin, he does not return to his starting position after he pushes you back, he stays outside or more commonly, get aggro'ed by the new attack wave and progressively inches closer to your base. This is not good when you're barely 3 minutes into the game and he's lvl 7 and you're a lowly level 2

3. If you manage to kill him, he respawns and becomes part of the attack waves. This is very frightening when you're like level 3 and sacrificed a good chunk of your base to kill him because he won't go home after the 1st wave dragged him outside

4. Bases should be able to retrain lost guards depending on what production building is left (e.g, having the bestiary can allow the kodo to be retrained after a period of time)

5. Making the fountain of health accessible and capable of healing can benefit the player
Thank you for your feedback, it was great reading your ideas.

When I am testing as a creator, it is very easy to overlook some aspects as I am the one who knows the flow of the map and how to win it.

Thanks again, I will try to add some changes on the next update. :thumbs_up:
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
It's a nice map but very simplistic with little no variety in gameplay.
Would be nice to have some more progression other than just your usual spells, like items, unit upgrade, some stuff.
There's one spell that has its tooltip missing.
The orc walls should not be selectable/attackable. You can happen to click on them and your hero might stop to attack them and the enemy behind might hit you.

Useful/Simple.


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