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Restoria ORPG v0.8a Alfa



Welcome to Restoria ORPG, an RPG for 2-7 players. You start off as a simple Character and grow into something epic. It's inspired by those classic ORPGs we all love, with fun gameplay that's great for playing with friends.
This is just the Alfa version, so it's got the basics to see if folks like it - if it clicks, I'll add more stuff based on what you think.



What's in it so far?

  • Professions: Begin as a Newbie and pick your path to become an Elementalist, Berserker or anything you like. Right now, only one of three planned professions is ready, but it lets you level up and try different styles.
  • Gear System: Classic RPG setup with weapons, armor, and accessories to make your hero stronger and fit your playstyle.
  • Pets: Get a helpful little buddy that gives you 18 extra inventory spots - super handy for hoarding loot!
  • Crafting: Find recipes and make unique or set items to gear up in cool ways.
  • Quests, Bosses, and More: Dive into fun quests, take on big raid bosses, and enjoy a solid drop system. Plus, there are various areas to explore and tough monsters to battle.
  • Save/Load: The usual system to save your progress and pick up where you left off.



Join Discord Community channel




About the Alpha
This is an early alpha, so it's not packed with everything yet - think of it as a test run to check if the core idea is fun. I'll use your ideas and comments to decide if it's worth building out more. Saves might not carry over to future updates, just a heads up.

Screenshots




v0.8a
  • items now bounds on buy from shop
  • removed hero-select-wisp on load
  • fixed Beginner High Elf skills cooldown
  • fixed stackable items limits
  • fixed instance bosses restart state (on players die/leave area)
  • removed Amatista invul, now have “invis” (spawn egg phase)
  • small fixes and optimizations
  • added Discord channel info

Give it a try, share your thoughts, and let's see if this turns into something awesome! Thanks for checking it out.
Contact me at [email protected] for your feedback or missed credits!

Credits:
Quests: Felipe Gormadoc
Bag: IcemanBo
Sets: Wietlol
Save/Load: TriggerHappy
Equipment: ?? <researching>(bound and slot/level systems)
Craft: ~maddeem

Other: eleljrk, Bannar aka Spinnaker, Bribe
Previews
Contents

Restoria ORPG v0.8a Alfa (Map)

Reviews
deepstrasz
The overall scope is nice however the gameplay pretty repetitive. It's not clear how to change profession/hero type either. Also sadly very far from completion but playable. Approved.
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Restoria ORPG v0.8 Alfa
You can also upload your map here to generate a list: Asset scanner
Lots of names are missing in your credits list.

What does alpha mean here? How much play time does this offer? Take note that in Maps, projects have to be at least late beta or preferably completed (not considering updates which can come later). If it's too raw, it should be here instead: Map Development

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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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.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Thank you for your review.

All the credits are fulfilled.

In this context, "Alpha" refers to an early but functional version of the map, not a prototype, where the core systems functionality are fully implemented. It lacks the full scope of planned content, but it is stable, playable from start to finish, and designed for at least 5 hours of cooperative gameplay per playthrough. The goal is to get player feedback to shape its future.
 
I don't believe this is a "new" map, reasons: Instead of discord-server it is suggested to write to mail and a non-working ucos-site is indicated.
The save system looks very old, the gameplay also looks in the old style - "difficulty system" depending on the number of players, at the beginning you are a newbie without a profession and custom abilities.
It's not bad, but it looks more like a map from ~2010.
 
refreshing to see a new ORPG but the map crashed after we killed an old wolf. Not sure if something else triggered it. Also first time hosting, we were stuck in loading screen - no idea if this is related to the map.
 
I don't believe this is a "new" map, reasons: Instead of discord-server it is suggested to write to mail and a non-working ucos-site is indicated.
The save system looks very old, the gameplay also looks in the old style - "difficulty system" depending on the number of players, at the beginning you are a newbie without a profession and custom abilities.
It's not bad, but it looks more like a map from ~2010.
That's right, I started long long time ago, right at 2010th and just a month ago I returned to finish some work, so you can try it out)

I really like this "nostalgic" style, trying to keep it in this map, hope some players will enjoy it as I do.

P.S. In the description (in game), I noted discord, but yes, maybe Ill create one.

refreshing to see a new ORPG but the map crashed after we killed an old wolf. Not sure if something else triggered it. Also first time hosting, we were stuck in loading screen - no idea if this is related to the map.
sad to hear, I tested so many times before release, maybe some map protection process break a game logic...
Thanks for report
 
Any way, i see you are not using Reforged editor yet, so if you want to continue working on the map, i can suggest you to try this editor YDWE PK.
This can give you a huge boost, especially if you are a gui user.
Here you can also immediately start using the built-in saving system, which is most likely the best of all in the public domain.
Whether you use Reforged's features or not, feedback will be helpful because, unlike World Editor or JNGP, there is still an active author.
To clarify, this is not advice that should be put off or ignored, but of course it is up to you to decide.
Since I am a enjoer and mapmaker of the ORPG genre, it is beneficial for me to have more successful authors.

I hope that in the future you will be able to complete a good release version, because at the moment it will be difficult to compete with modern ORPGs, some rethinking and revision is needed.
The classic approach is good, it is certainly better than Korean pseudo ORPG grinders, but the classics can and should also be developed.
For example - I would like to see a good solo pve balance (like in wow, any class can level up solo)
And personally, I think that the difficulty system is useless, because it has a lot of nuances, what if 10 players come in, 9 of which are high levels and one is a newbie? It will be impossible for a newbie to kill monsters solo.
I honestly don't quite understand what the point of increasing the difficulty for each player is, maybe you think that with 10 people it's too easy to level up?
I think that for most players leveling up is not that important, the whole point is to reach the maximum level and the opportunity to fight the strongest bosses, of which there will be more and more.
Anyway, in my new orpg that I'm trying to finish, I solved the problem of easy leveling and even boosting when a high lvl hero helps beginners level up, and no difficulty system is needed for this.
But I can't give any advice on this because my methods are too complicated for most people and revolutionary for orpg maps, it's better to try to use simple methods, a good map is not a map in which everything is perfect, but one that was successfully released.
 
Any way, i see you are not using Reforged editor yet, so if you want to continue working on the map, i can suggest you to try this editor YDWE PK.
This can give you a huge boost, especially if you are a gui user.
Here you can also immediately start using the built-in saving system, which is most likely the best of all in the public domain.
Whether you use Reforged's features or not, feedback will be helpful because, unlike World Editor or JNGP, there is still an active author.
To clarify, this is not advice that should be put off or ignored, but of course it is up to you to decide.
Since I am a enjoer and mapmaker of the ORPG genre, it is beneficial for me to have more successful authors.

I hope that in the future you will be able to complete a good release version, because at the moment it will be difficult to compete with modern ORPGs, some rethinking and revision is needed.
The classic approach is good, it is certainly better than Korean pseudo ORPG grinders, but the classics can and should also be developed.
For example - I would like to see a good solo pve balance (like in wow, any class can level up solo)
And personally, I think that the difficulty system is useless, because it has a lot of nuances, what if 10 players come in, 9 of which are high levels and one is a newbie? It will be impossible for a newbie to kill monsters solo.
I honestly don't quite understand what the point of increasing the difficulty for each player is, maybe you think that with 10 people it's too easy to level up?
I think that for most players leveling up is not that important, the whole point is to reach the maximum level and the opportunity to fight the strongest bosses, of which there will be more and more.
Anyway, in my new orpg that I'm trying to finish, I solved the problem of easy leveling and even boosting when a high lvl hero helps beginners level up, and no difficulty system is needed for this.
But I can't give any advice on this because my methods are too complicated for most people and revolutionary for orpg maps, it's better to try to use simple methods, a good map is not a map in which everything is perfect, but one that was successfully released.
Thanks for the huge advices, my mapmaking skills is outdated for sure!
Now solo leveling is impossible, I know this problem... Tried to fix it somehow with Difficulty system, but it really have downsides, I will rethink this feature
 
Will not review it until it gets more near completion. There's too much empty space, map visible from the start, no apparent story/cinematics, some dummy or whatever units belonging to a neutral or allied AI you're not supposed to see etc.
Too unpolished and lacklustre for now. Will leave it here for more feedback though if it doesn't get proper updates in the next months it will be in Awaiting Update until it gets at least to beta.
 
I spent a few hours on the map and I really enjoyed it. As a fan of old school rpgs like Defi4nc3 i think the map has big potential.

Pros:
I liked the pacing it was hard to solo but with a lot of dying and learning managed to get lvl 15 battle druid. Monsters are interesting and have cool abilities, boses also.
Itemization is ok. I like the crafting and materials part. I like how crafting materials and random items are just laying on the ground in different corners like magic branch.
I have always liked the class/job advancement system so I like how the classes evolve. Judging by the class/job preview in the bottom right of the map I think there are very cool ideas there.

Cons/bugs:
The biggest issue I have with the map is that skills do not do x main attribute but flat damage. I think this is a must change going forward, skills/passives should do x agi/str/int depending on the class.

Saving system seems old, saving while having material parts in your companion drops them on the ground and when you try to loot them it says they are bound while I am playing solo. Also if you save a stack of 3 reinforcement stones once you load you only load with 1 reinforcement stone.

There should be another vendor in the starting area that sells level 1 items for 50-100g each. The first vendor sells level 5+ items and it takes a bit to get to level 5.

Str and int say they give 5 hp and 5 mana, currently they give 15 hp and 20 mana. Would be nice if agi gives armor, currently compared to str/int feels a bit weak.

Starting character should have some message pointing you to a preview of what job/classes you can get later on. Blood elf was the only agility starting character and Ii expected it to have rogue/ranger job advancement but it did not have any agility job advancement.

Overall the map needs more content, the map feels a bit empty, better balance for solo play at least for leveling. There are some duplicated friendly npcs like mentor of the Nature which is near the starting area and also in the second city. Overall friendly NPC position/spread on the map seems a bit chaotic, also consider making some friendly NPCs not visible always on map.

I am looking forward for updates/new versions I think the map has potential and can be enjoyed by old school classic w3 rpg enjoyers.
 
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