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The map is 3 players with or without AI (PUT IA IN THE FREE SLOTS), the only goal is to escape from the quarry.
It's pretty simple and I think it should not show apparent problems, I have to correct some things but is playable for now. I plan to update it every week if possible.
I suck with detonators, so here I used very basic things, not my first map but it is the first thing I do public.
NOTE:
Sorry for my VERY BAD spelling/typography/whatever, the English is not my native language and I can hardly speak HORRORS and / or write.
Leave me your comentary/constructive review, its very useful to me.
Screenshots:
Image Description:
Workers in the gate!
Image Description:
The guards are ready for the massacre...
Image Description:
F*cking snipers!
Image Description:
Work all day, work all night, meh...
Credits:
Runic Buldier/Defender/Koto/Shandris - @Daenar7
Vrykul Worker - @Sellenisko
moknathalpeon - @takakenji
Arquebuser - @Ket
Dwarven Worker - @IamMclovin
Peasant Female - @Cavman
Peasant Female Icon - @Cavman
Petard - @Em!
Lady Armored Archer - @eubz
Nuclear Explosion - @WILL THE ALMIGHTY
Grenadier and Grenadier Missile - @Ket
Kul'Tiras Sailor - @paulH
Footman - @antihero
Rifleman - @Gar'nogal
Aura Communism - @Frankster
Communism Icon - @Frankster
Officer Coat and Officer Hat - @Zombie
Red Banner - @Zombie
Burst - @M0rbid
Evaporate - @M0rbid
Hero Glow - @assasin_lord
Gauss Rifle - @The_Silent
Tower - @unknownczar
T-34 -@ Fingolfin
Spetsnaz - I dont know the author name
''Reinforcement'' spell system - @TheSpoon
New score system - @Dorgan
Change Log:
a)FIXED MINOR BUGS.
a)FIXED MINOR BUGS
b)The initial problem is fixed, now the heroes have life 100%
a)FIXED MINOR BUGS.
b)Some AI problem was fixed.
c)For some apparent reason, in the Stalin bonus the player was beginning the game with an extra tower, now that little problem no longer exists.
a)FIXED MINOR BUGS.
b)For some apparent reason, Stalin did not earn experience, this error no longer exists.
a)Units were balanced.
b)I fixed some translation problems.
a)FIXED MINOR BUGS.
a)Final Cinematic added to the map.
a)Fixed some translation problems.
a)I got better a bit the mapping.
a)A problem with the final trigger was fixed.
a)The Heroes are not so poor.
b)I got better a bit the mapping.
a)I added the ability "Molotov" to the sapper, should now take less time to move forward.
b)I added a mission.
c)Decreased a bit the lag of the map.
a)I got better a bit the mapping.
b)FIXED MINOR BUGS.
a)Fixed some translation problems.
a)FIXED MINOR BUGS.
a)The workers cause more damage.
b)I added an effect of storm.
c)I added an object and a linked skill with stones.
d)Rocks can no longer be attacked.
a)Koto's bug fixed.
b)Attacked walls fixed.
c)Bonus it's no more a simple bonus.
d)End cinematic fixed.
c)Fixed some translation problems.
d)Added 2 bosses.
a)Added new unit to the workers.
b)Added a limit to the number of workers.
c)Added a game over event.
d)Added new koto event.
e)Fix inbreakeable door at the final.
f)Lag reduced considerably.
g)Music chenged.
h)The map has been reduced from 6MB to 4MB.
i)New final boss.
j)Fixed koto's bug.
k)¡Now you can buy troops!.
l)Watcher added to workers.
m)Added damage from walls.
a)Added new event.
b)Added new troops.
c)Added an little upgrade for workers.
d)Added new items.
e)Fix some IA bugs.
f)Lag drastically reduced.
g)Heros name changed.
h)Reduced HP and armor from walls.
i)Cliff snipers dont live forever.
j)Reduced the workers score amount.
k)Fixed some tech error.
l)Kodos dont eat bosses anymore.
m)Score system upgraded.
n)Now cinematic is escapable.
ñ)Added an shortcut in map for heros .
a)New hero.
b)Changed spells.
a)New hero.
b)Final boss = hero.
c)Added some spells to Stalin.
d)Fixxed demolisher bugs.
e)Edited stage from final fight.
f)Added a trigger to barrels.
a)Fixed Kodos stampede.
b)Fixed some bad traduced text.
c)Fixed Spider nest.
READ THIS BEFORE DOWNLOAD
Q: ¿How select an different hero?
A: Blue slot are Angry Worker, Gray slot are Oldman, and the other is the Sapper
Choose any slot before start the game, and add IA (computer) in empty slots
Q: The final gate dont make Vulnerable
A: Selec your hero and move to the red flags, this fix the bug
Q: ¿How skip cinematic?
A: Esc/Escape/Exit whatever DURING the first dialogue
Notes:
Unfortunately my english still is cause of death, sorry again
Oh, I forgot, the sapper has a mysterious bonus.
PD/PS 1: If I forgot to add someone in the credits I ask many apologies, leave me a comment explaining what is your resource and I are glad to add in credits.
18:58, 31st Aug 2014
Orcnet:
This map is a rush! no really it is a rush type of map, at first it somehow looked a bit vague due to the picture preview shown for the map, but after finishing the game I must say its quite enjoyable for such a...
This map is a rush! no really it is a rush type of map, at first it somehow looked a bit vague due to the picture preview shown for the map, but after finishing the game I must say its quite enjoyable for such a decent standard map.
Somehow I got some problems during the push of my men and my allies during the game, what bugs me are those riflemen on cliffs, it would be best if you can give a trigger that kills them when my team can reach the second region, and so forth to prevent hapless deaths.
Another are those enemy walls, we manage to break through in one wall, however the incoming wave of allies end up attacking those walls, how about a trigger that when one of the walls dies/gets destroyed all of the enemy walls on that area of region would also be destroyed, that wall the waves won't bundle itself on a cheap shot material.
Terrain is a bit simple but since the map is made for a quick run in overall look, can be acceptable.
Pretty cool map.
Although some parts are not translated, and I get killed off at the start. Maybe a faster revive and more health at the start should do it. The guards are also a bit too OP for us puny peasants.
Pretty cool map.
Although some parts are not translated, and I get killed off at the start. Maybe a faster revive and more health at the start should do it. The guards are also a bit too OP for us puny peasants.
If there are parts that were not translated was a mistake or distraction, with respect to the other:
- I got Life 1% to tesatear something, my bad
- Soldiers are OP since the idea is to be as similar as possible to such a mess anyway reaching part X becomes more bearable.
- Are workers definitamente penalty should give his only bright side is the numerical advantage.
A pretty cheap map for some reasons. Here is my review:-
BAD POINTS:- - At first sight, the terrain looks terrible. You used one tile only for the starting cinematic and one tile for the rest of the map which is also flat in some places. Bad thing, really bad. The terrain also strongly lacks of doodads. There are only rock chunks and some hays around the blacksmith which make the terrain look very empty and bad
- The game lags a bit due to the massive number of workers in the beginning. It's few lag but it's still considerable. My computer isn't slow or old so it's not a problem coming from me
- I found a mistake in a trigger which ruined the gameplay to me while I was testing the map. It's about the gate not becoming vulnerable. I saw that you have a trigger called "Puerta End" which should make the gate vulnerable. However, the condition isn't done in the correct way. I'll tell you in the suggestions what to do to fix the problem
- The map is really oversized, with a very large area of the map being unused. Approximately, only 20% of the map is used in gameplay while the rest is completely empty and useless. This increases the filesize for nothing which is currently pretty large for such a map (over 6 MB)
- I don't understand why my hero starts with 1% of his HP
- The gameplay is pretty boring after a bit of time. The Outposts are extremely tough that it takes a lot of time to destroy one only. And then the stone walls, even worse. So much HP and so many guards shooting at us. I got so tired that I used whosyourdaddy, and that's negative, really negative
- No quests that tell me what to do. It doesn't matter if it's obvious what you shall do, quests cannot be missing in any map
- There are some dialogue mistakes. For example, when the dwarven worker says that they are more than the soldiers, the other worker says "Wait, "they're" right". It should be "Wait, "he's" is right"
SUGGESTIONS:- - The terrain needs crucial improvement. Use some Rough Dirt on all that Dirt. Some Rock tile will not ruin. And raise/lower the terrain, as you did in some points of the map, in the flat parts. Nobody likes a flat terrain. Then, use some decorative doodads like Obelisks (Dungeon one), Mine carts (with and without gold), Rocks, Tables for the guards (it is a kind of prison quarry) and finally the Wall Barred Large of Dungeon (of course you can use other doodads). If you put it wisely, you'll get a lovely result. Be creative!
- You shall reduce a bit the number of starting workers and make them tougher, they die very easily and spawning them in massive quantities creates two bad things. First, I cannot fight the guards. Second, they are the reason of the lag in late game
- Weaken a bit the outposts and stone walls. Or just make the workers have an anti-towers ability (not that bomb they plant that is only good for suiciding!)
- Now the mistaken trigger. You will make the gate vulnerable when no units of player 6 and 7 are present. However, did you mention ONLY those who are alive? Because the condition still sees units owned by those 2 players even when I killed them because they are still there, but dead. Here is the exact condition you shall do
(Number of units in (Units in Final Boss <gen> matching ((((Matching Unit) is alive Equal to True) and (((Owner of (Matching Unit) Equal to Player 6 (Orange)) or ((Owner of (Matching Unit) Equal to Player 7 (Green)))))) Equal to 0
- The map size must be reduces significantly. I see there are 3 areas outside the one where I play. Two for the cinematics and one for the bonus. Why don't you move them in the black boundaries you applied? Once you've been able to do so, you can shrink the map from Scenario ---> Map Size and Camera Bounds ---> Untick Modify Camera Bounds and tick Modify Map Bounds ---> Click on the arrows to shrink the map until Map Size: Full Size: is equal to 192x192. If you have difficulties in moving the 3 areas, shrink the map to 224x224
- I see that I get 1% HP from the INTRO trigger. It's senseless so the 3 commands which set the HP of the 3 heroes to 1% shall be removed
- A good quest that tells me what to do would be great
- Fix the dialogue mistakes. Find someone who can do so if you can't
OVERALL RESULT Finally, I'd say this mape gets 2/5 and I'll AWAIT UPDATE!
The Hero is to weak it isn't fun if he dies to fast, + you should limit the number of prisonners, i get some lags, you should had a leaderboard with a fixed numbers of prisonners and decrease when they die, and if it's going to 0, you lose for exemple.
Gonna try this out and try to give a review . ( After Back Up D: )
Edit:
Review
Review
Revolution!
+ [ Good ]
+ The good thing here is no lag. The units are being spam but there's no lag for me.
+ The cinematic is good. There's no wrong spelling nor grammar. It's a good idea putting a symbols before adding the sentence.
+ The models are well picked/created. They fit to the map very much.
+ The idea where you put/place units in right area are really nice. Somehow, some of them can't attack, the reason I rage (LooL). Also, the riflemans that are floating just to place in the tower is perfect. There's no space left just to make them float.
+ The game has a beautiful storyline. My taste is where peoples will fight for their rights and family.
- [ Bad ]
- The workers have a low damage. Somehow, Bob is still stronger than the main characters. It will take 20 minutes or above to destroy tower and walls.
- Well, the workers are too aggressive. They need to destroy the all of the wall to proceed. I need to lurk the enemies just for them to move.
Suggestions -
- How about a throw stone ? They will grab a stone and throw to the rifleman that are in the side. Make the riflemans not invulnerable to cast this spell to them.
- Increase some damage of workers a little bit.
Well, it's a nice idea, tons of units trying to escape... I really felt like one of those poor workers, surrounded by guards and their rifles, trying to escape and survive.
• The terrain - well, not so cool. Not really bad, something about average.
• The models - yes, they fit very well.
• The gameplay... I died twice... and so the third time, I realized there's an infinite amount of workers, that will fight, fight, fight... Whenever I am "at the front," I'm literally asking for being shot, especially when I get stuck between all the workers putting explosive stuff all around... So I found a way to win this game - I ordered the hero to stay somewhere (to attack one of the stones) - and he did and survived... The snipers were shooting at the others.
The game begun to be quite boring, then.
Overall, it's around 2.5, I guess, but I'll give you 3/5 and assume that you will fix the worst mistake, somehow. 3/5
Suggestions -
- How about a throw stone ? They will grab a stone and throw to the rifleman that are in the side. Make the riflemans not invulnerable to cast this spell to them.
- Increase some damage of workers a little bit.
Gameplay:
Interesting and a neat map, game-play was kinda boring, you got stuck in the large crowds of units and other peasants. It was hard to concentrate on the main hero, you have to remove the collision for the playable heroes so that they can move more freely trough the large crowds.
Terrain & Atmosphere:
Terrain was mostly simple, very similar to the one in campaign. There were lightning flashes in the screen, rain dropping down a storm of sorts.
Cut scenes & Story:
I highly advise you to use voice acting, you can use the robotc microsoft voice if you don't have anything else. Story progression was normal.
You haven't, I just tested the newest downloaded version it was the same. My hero can still get stuck in the large crowds, you have to remove the collision via trigger.
Unit - Disable Collision for <MyUnit>
MyUnit = Heroes
Very cool game, very orginal functional idea. Few questions/suggestions. Is the game only for 3 players max? PLEASE add a mode where there is a time limit or something so there is a challenge to the game. Fix kodos patrolling continuously. Koodos on soviet anthem! Game gets a lil boring...and the walk back is DREADFUL towards then end, please make respawn points for every section? Also perhaps a class selection at the beginning? Thanks, keep up the good work! If u update these things and add some bosses or other cool elements to the game ill give ya 5 stars! Also game ended and stalin couldnt see anything...also stalin...maybe should ahve something more to do with the game and an effect on it? instead of a random minigame? Also...units get stuck at base...trapped bob made me sad ;(.
If the maximum of players is 3, they would be more but with so many workers bugea the computer and do not move well, so I had to resort to separate them into different slots, so there are only 3 players.
Also game ended and stalin couldnt see anything...also stalin...maybe should ahve something more to do with the game and an effect on it? instead of a random minigame?
Somehow I got some problems during the push of my men and my allies during the game, what bugs me are those riflemen on cliffs, it would be best if you can give a trigger that kills them when my team can reach the second region, and so forth to prevent hapless deaths
Another are those enemy walls, we manage to break through in one wall, however the incoming wave of allies end up attacking those walls, how about a trigger that when one of the walls dies/gets destroyed all of the enemy walls on that area of region would also be destroyed, that wall the waves won't bundle itself on a cheap shot material.
The map can be fun at the beginning, but as said, it gets very tedious towards afterwards due to the Riflemen shooting you the entire time. The part with the kodos was good, but you should have them rush the two towers and then die, otherwise they go back and forth a lot and still leave plenty of mines (speaking of which, the miners should get some kind of minesweeper unit once they show up). The ending was... weird, but why not.
Other than that, good map but needs a lot of polishing.
The part with the kodos was good, but you should have them rush the two towers and then die, otherwise they go back and forth a lot and still leave plenty of mines
I think this is the largest and most complete update that the map had for now.
"Version 2.5a" a)Added new unit to the workers. b)Added a limit to the number of workers. c)Added a game over event. d)Added new koto event. e)Fix inbreakeable door at the final. f)Lag reduced considerably. g)Music chenged. h)The map has been reduced from 6MB to 4MB. i)New final boss. j)Fixed koto's bug. k)Now you can buy troops in the smithy.
* The walls have a very large hitbox, a melee hero can hit them from far off.
* There's a problem with some units (not just the kodos) running back towards their spawn point after all enemies are dead in an area. Maybe you could put in a kill trigger so they don't waste time and reduce lag, or consider changing the spawn point to someone near the smithy once it's taken.
* During the minefield section, spawned units should cover more ground so the heroes don't end up walking into mines all the time because they moved just a little in the wrong direction.
* Uncontrolled heroes act weird, one spent the entire first half of the map hiding in a corner (I think because the invulnerable riflemen were shooting at him). In the second half he went where he was supposed to.
* You should remove the pan-camera-to-revived-hero trigger, it's extremely distracting, especially if you're controlling units in the hero's absence.
* I didn't see the final boss, unless he was the Quarry Master (I'm fairly certain he got eaten by a kodo).
* Just a suggestion, I realize it'd take a while to implement: maybe have the miners' weapons be upgradeable (by killing minibosses, for example) instead of at maximum.
There's a problem with some units (not just the kodos) running back towards their spawn point after all enemies are dead in an area. Maybe you could put in a kill trigger so they don't waste time and reduce lag, or consider changing the spawn point to someone near the smithy once it's taken.
During the minefield section, spawned units should cover more ground so the heroes don't end up walking into mines all the time because they moved just a little in the wrong direction.
Uncontrolled heroes act weird, one spent the entire first half of the map hiding in a corner (I think because the invulnerable riflemen were shooting at him). In the second half he went where he was supposed to.
Just a suggestion, I realize it'd take a while to implement: maybe have the miners' weapons be upgradeable (by killing minibosses, for example) instead of at maximum.
* Ending cinematic is unskippable.
* Spider caves: You should use doodads for the webbing at the entrance, the healthbars are distracting.
* As I was leaving the cave, enemy soldiers came up. Either some of the corpses hadn't died correctly or they go after the heroes.
* The boss can be run over by the kodos.
* Explosive barrels should have a manual trigger.
* Personally, I find the end to be a bit underwhelming. Maybe put some more towers, different guards...
* Barrels: Just give them Kaboom.
* End: Maybe not entirely different units, but... In most games I've played, the main problem is that the guards end up following the miners upstream one by one, so at the end of the level there's nothing left to do. Maybe shorten their chase distance or put them further back?
* Also, you should make the quarry master a hero with lots of area spells, that way the longer you wait to kill him, the stronger he gets.
* The sapper's ultimate spell says he won't revive after using it. Is that the case? I didn't get the chance to try it.
* Some of the wall guards are invulnerable, some aren't.
* It's possible to get through the wall of footmen with demolishers instead of getting the kodos.
Also, what's that miner saying when he uses Avatar?
End: Maybe not entirely different units, but... In most games I've played, the main problem is that the guards end up following the miners upstream one by one, so at the end of the level there's nothing left to do. Maybe shorten their chase distance or put them further back?
Yes, if the sapper use his ultimate a bonus is unlocked for the player, if you win the bonus a new hero is unlocked... but if you lost the game end, not literally.
I can see in one of the old pictures that a gate has its name on spanish if thats your main language i can easily help you correct any grammar mistake on your map
I can see in one of the old pictures that a gate has its name on spanish if thats your main language i can easily help you correct any grammar mistake on your map
We probably have a huge time gap so i recommend using skype steam or discord to text i use those most of the time to either sent pictures with ingame text along with a traduction or you could sent me most of the abilities descriptions hints mission text etc and i could translate it right away including new ideas that are too fresh ( still in spanish prob)
We probably have a huge time gap so i recommend using skype steam or discord to text i use those most of the time to either sent pictures with ingame text along with a traduction or you could sent me most of the abilities descriptions hints mission text etc and i could translate it right away including new ideas that are too fresh ( still in spanish prob)
Sup guys I have a little warning to you, this map was made with 1.26b (i think, honestly I dont remember the exact version) so for now this probably doesnt work for posterior versions.
I need to remake the map to make it compatuble with actual game version so gime some time and I reupload this. See you around and thanks for the support!
During the middle part of the game I got ahold of the catapult. I basically abused that sucker the entire game. The attack ground can hurt units so two easily kills guards. It's so satisfying to kill those tough enemies. I also spent 10 hours trying to force one into the abandoned mine to kill the boss. That had a really good payoff. I also used the catapults to destroy the human barrier without the kodos. I don't think that was intentional either. It was interesting to see the intended method and satisfying to break the game in a way. Those catapults paid off so much. Towers became that much easier.
If it would be possible to speedrun to get those catapults early, this game would be fun to run. I probably won't do it but there's some potential in beating it as fast as possible.
spoilers for the end just in case.
Does anyone know if the game just ends after everyone goes through the portal? My game just ended right after that.
During the middle part of the game I got ahold of the catapult. I basically abused that sucker the entire game. The attack ground can hurt units so two easily kills guards.
It's so satisfying to kill those tough enemies. I also spent 10 hours trying to force one into the abandoned mine to kill the boss. That had a really good payoff.
I also used the catapults to destroy the human barrier without the kodos. I don't think that was intentional either. It was interesting to see the intended method and satisfying to break the game in a way.
If it would be possible to speedrun to get those catapults early, this game would be fun to run. I probably won't do it but there's some potential in beating it as fast as possible.
Yep, the game ends there, I had planned a sequel map where they end with the same problem (abusive masters) in other world/dimension, I never finished that project due to lack of time and imagination
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