- Joined
- Sep 18, 2009
- Messages
- 195
Ashes of Stratholme
Link to your project not working ;/
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(1 ratings)
PendingThe demand is made, waiting for the project to be "public"Link to your project not working ;/
You could include here some screenshots from project![]()
This is a Campaign, but I chose to cut it as "Act" (four missions) for feedback before going deeper ( and to check if everyone can save without crash for exemple)...What does first act mean exactly, a group of maps, one map?
Would be nice to have works in progress either in Map Development, Projects or both but not in Maps.
Thank you !I've only played the first mission and so far it seems pretty solidTerrain looks cool, on normal it felt balanced alright, I liked all the consumables that drop, lots to explore (in fact I completed the mission without even looking at the south west because I thought there would be more after we get a base)
Some misc feedback:
- The sand demons Dust has the icon and SFX of druken haze, you could find something different
- Pig farm has no tooltip in the build menu
- It seems the player race is not locked, I had the Undead music and the acolyte idle worker icon
- The settlement quest asks to build an "orc keep" but it's a stronghold in reality
- Before even checking your profile I knew you were French, "environs" and "consolide" gave it away hehe (plus quelques autres typos par-ci par-là)
- Music at the beginning may be a bit loud? I had volume at 40% and had to tune it down
Overall I didn't have a bad time and I'll try the rest later!

Yep, just checked it again, and maybe some music are loud because it's not from the game but the ones I've madeDid you check "fixed player settings" in Scenario > Forces? That's usually why races are changed randomly

Oooh it begin already, I modified it, there is skip etc but sometimes it doesn't work properly...Problem in chapter 2: I'm stuck in the intro cinematic, whether I try to skip or let it play, when the screen fades to black after we see the centaur, nothing happens anymore and pressing Esc doesn't exit
I'm sorry for the troubles, I hope you're the only who had these problems on the 170 who download it :/ I tested for fews months never happen to me...This may be a reforged issue but Fulgrims shoulders kind of flicker for me during the open cinematic. It did not happen in other cinematics just the first one. Units continue to move during the cutscenes with the oasis. Afterwards they attempt to run back to where they are suppose to be during the cutscene.The trigger for the starting attack waves may be broken as I never got attacked.
I am able to see some quest update text that shows up in the log for "Native of the Sands" when killing Khans but there is nothing in the quest log for it.
Edit: There is a small group of centaurs north of the base that are suppose to attack. As after killing them the quest progressed and I received Native of the Sands main quest.
Okay so for chapter 2 it works fine if you kill those centaurs first north of the base before you go off exploring. I was able to see the other quest and finish the chapter without any issues.I'm sorry for the troubles, I hope you're the only who had these problems on the 170 who download it :/ I tested for fews months never happen to me...
As for skippable cinematics some triggers seem to break with the downloads...
I'll see, thank for feedback![]()
Thank a lot for being specific and your feedback !Okay so for chapter 2 it works fine if you kill those centaurs first north of the base before you go off exploring. I was able to see the other quest and finish the chapter without any issues.
I have full control of the kodos and can force them to stop/stay as I explore. However if you do control them at all I can say it does break the triggers on the map, you can not complete the quest and scorpion ambushes do not trigger. I had to restart the level and not touch them to be able to occupy the base at the end.
A few of the troll buildings do not have a cost to construct them.
Level 2 of battle shout for Fulgrim shows duration of 12.5seconds while the Hero Abilities page only shows 12 seconds.
Chieftain Blade shows different damage on the tooltips compared to the Hero abilities.
Kerom Burning Rage tooltips are different from what is showed in the abilities page. Wrong % and I think level 2 was not in English.
I did not see any bugs just some feedback for this level.
I surprisingly found the ogre cave by accident when a unit moved into the cave with the runes. It took me a moment to realize I could leave if I walked close to the area I spawned in at. Maybe mark this spot with the same runes as I overlooked the exit several times.
There are upgrades that require a "Fortress" on unit production buildings which we can not get as we can only go up to "Stronghold".
Raider "Anti-Armor" upgrade reduces the enemy armor by 4 when tooltip says 3.
I did not play 5 as even though is available the map seems to be a work in progress.
The maps are not the hardest but they are not easy either.
If you want based on feedback from other people I would suggest making the rune carvings maybe a color that can be seen on the mini map, like a neutral building is grey etc. As they are not huge game changing secrets but does allow for some exploring rewards without them blending into the desert landscape due to their color on the model.
Overall it is a great start to the campaign once the triggers get fixed. I am looking forward to the rest of the campaign.
Ooh c'mon... Sry for that, I'll look at this this evening...Save & Load seems to break chapter 2 - final cinematic doesn't trigger at all when I reach Exiled Champion. Well, then.
Hi Norkas , Thanks a lot for your feedbacks ! I'm sry after severals updates there is still issue with triggers...Hello MelNefys.
Thanks for uploading your creation!
I played the 4 missions. The story is interesting and I like the mapping also. But I had some problems with it:
I will not yet rate your creation becasue its not finished yet.
1 - The first seem to be the most appreciated ^^ I wasn't sure at all but I'm glad you liked it.The first mission was perfect.
The second mission was disappointing for me because I fastly built towers and some troops but I wasnt attacked at all. And I noticed in this mission at first that the Peons dont talk at all. The pig farms are a nice WC2 touch though.
The third mission was too difficult with defending the kodos, because they dont have any armor and only 300 HP (as I remember) for each one.
The fourth mission is funny cause right at the beginning I have 2 exemplars of the same hero (the chief) and I can relive both when they die.
I had no idea how long I have to press back the humans, I would set a visible timer for the player. I will continue playing.
Hi, Thanks for played it ! Well I'm currently making a proper caravan system for chapter 3 and fixing some details.When will the company continue?
Hi ! Thanks for your time and feedback, sorry for that issue, you're the first one to tell me this, I'll take a look to the triggers this evening but that one never bugged as long as I know... Have you tried to load a save ? Or by replaying it ?hey, i'm new to hiveworkshop, but trying out your test run. ran into an issue where i couldn't continue in chapter 1, so I looked up a youtube video to see what the next step was, and it looks like there should be a cutscene at the gold mine that i'm not getting, so the quest never updates and I can't move forward. enjoying it otherwise so far though.
both, yes. i saved and reloaded to update battlenet and see if the game had an update and didn't work when i loaded in again. then I started the mission over and sped through to the mine and both times never got the scene. is it possible there's a small setting somewhere that needs adjusted for custom games or something small that i might not have been aware of?Hi ! Thanks for your time and feedback, sorry for that issue, you're the first one to tell me this, I'll take a look to the triggers this evening but that one never bugged as long as I know... Have you tried to load a save ? Or by replaying it ?
No no don't worry, you just have to enjoy the campaign, weird... I know triggers can be destroyed during download, I'll check that immediately.both, yes. i saved and reloaded to update battlenet and see if the game had an update and didn't work when i loaded in again. then I started the mission over and sped through to the mine and both times never got the scene. is it possible there's a small setting somewhere that needs adjusted for custom games or something small that i might not have been aware of?
Great thanks for your global review !Warning: By time of this review, this campaign was in DEMO and contained 4 chapters and 1 interlude.
So it may be outdated when you read it
Tale how, well, another orcish clan made their ways through ocean and... Made into Kalimdor. But way, way, WAY south than most of the Horde made.
And this is cool.
Oh, and it plays on REFORGED HD graphics, which is rare, even now.
Well, well, well... @MelNefys. Since I've told you my impression via DM, I can only leave here some sort of impressions over each mission for other people.
Overall this campaign has potential. Honestly I liked how it takes in different place than usual Barrens/Durotar and other familiar but boring places of Orcish Horde.
Instead of delving into majestic forests, our clan delves into deserts of Tanaris and, maybe, beyond eventually.
First mission nicely divided into 2 parts of exploring and building up. This mission teaches us... No, not quite weird mixup of WC2 Orcs and WC3 Human techtree in terms of impression, but rather how to HATE THOSE DUNE ELEMENTALS AND GORGERS. First ones love hiding in sand and the latter - enjoy resurrection perhaps too much.
Second mission takes at the same place as the previous one is always welcomed touch. But my impression was somewhat ruined by game cache problem and eventual save & load breaking (but you will fix them, right, right?), although I disliked this strange food limit by 80 (just why) and centaurs. They are not hard, but could use more variety. For example - centaurs with resurrection ability! Yes, I'm masochist
Third mission... Is bastard child of Long March. It even has "KODO MUST BE PROTECTED" vibe. It has kodo, literally. But this mission design reminded me of video:
Yes, kodo act like a trunks and ignore everything on their way towards their oasis. They are, perhaps, thristy too much. It means that only way to stop them is by blocking physically, which breaks their small AI brain.
Mission is enjoyable, but as I told you, look onto original design and simply copy & paste - its ideal on its own already.
Fourth mission. Well this is first normal RTS with "we just chilling & smoking here mon" allies and "no-smoking" ally-focused enemies. Well, alignment between our enemies is quite strange, I didn't expected such race alliance. It played fine. No questions here. Maybe add little more gold to your first goldmine, but thats okay even now.
Interlude promises future plot development. Thats all.
...Soooo. What can I tell about current state of play for this campaign? Well, if you want to see "Orc Clan arrives in Kalimdor, but thats another story" campaign - you should try this.
Campaigns fine. Campaign has proper exploration vibe. If you like deserts, want to kick some vile plants and enjoy enemies with resurrection - you should play this campaign.
Otherwise... Play this campaign, cause why not?
Like and await for more story development!
For the food limitation, it's just "lore" reason, bcs they just began to reunite the Clan, that's all ^^

Centaurs ? From beginning ??ok chapter 2 was cool, i enjoyed that one with only minor issues. i had the trigger from the beginning play back a second time (maybe also a trigger, but wrong lineup?) when i got to the northwest region just before the orcs. so the centaurs attacked again in the same areas, and more peons spawned in, even the dialogue ran through (lol). cool level though.
Yeah yeah I'm remaking it, Caravan is too much problem, when I tested it, I played taking advance on the kodos but even like this it's not enough playable for everyone, I cut it in severals parts.we gotta talk about the kodo escort.... lol. even whosyourdaddy edition i had to reload 3 times, the kodos kept goin all over the place, the kodos were x4 speed so it sort of looked like they were dancing through the plains (very funny to watch), the new hero died randomly once (might have not paid attention, probably not worth mentioning), had no time to explore before the map shrank, the beginning scene if skipped would play again at the first fountain.... cool idea, but it was a headache going through.... the new trolls though.
i'm glad it wasn't just me this time lol. i enjoy dungeons and escort levels more than the survive and run and gun levels, and it was hilarious watching the kodos dance around, but yea functionally it was a headache.Centaurs ? From beginning ??
Glad you liked it thought, cool you could finish it too.
Yeah yeah I'm remaking it, Caravan is too much problem, when I tested it, I played taking advance on the kodos but even like this it's not enough playable for everyone, I cut it in severals parts.
And I made other things for intro with dialogue choices, less problems !

