Rival Dynasties 0.99L

This bundle is marked as approved. It works and satisfies the submission rules.
--The shortest description possible, in my opinion, looks like this:

Ever found it strange for an archer to grab a sword and get bonus to damage?
Or, strange for a peasant to be unable to use a sword, an armor, even requiring a research just to grab any item?
Or again, stupid that archers can mount hippogryphs but you can't just find a damn horse and put your footman on it?

Well, if you ever wondered if there was a map where all of this could be fixed/improved, and alot of possibilities added, it exists. Right here.

The even better news is that all you can think of (okay, almost) is not only possible, it's also made simple and automated.
While the type is "altered melee" (doesn't fit that well to me), you are not forced to have buildings and units, you can have a superior hero instead.



--Now to sum it up, this is not just a map, it's a whole new and improved world!

That is made possible by the use of advanced helpful mechanisms made exclusively for this map.

This world resembles real life in many of its aspects such as people aging up, logical possibilities and restrictions, the environment which is living, active and exploitable, the sizes of units and the environment, and so on.
Yet, all the heroic-fantasy lore features are in: that means you can use magical spells, items and effects, there are undeads, demons, and all the various races, etc...


--That takes me to the next point: strategies are unlimited.

You can unlock new Techtrees (Science, Magic, Alchemy, Nature and Darkness) and subtechtrees, creating and using synergies/combinations between them. You can evolve, morph, team up, train, combine your units to get new types of fighters/builders/whatever for your plans towards victory.


--Easy start:

The game comes with a short and helpful introduction, and a minigame tutorial, so that you get the grasp safely, easily and efficiently.
There are also many tips, infoboxes in units, and pop-up help texts to remind you of important things, exactly when you need them.


_______________________________________________________________

Some examples of all this can be found in the details and the screenshots below, but the only way to really get how it feels, is to try it yourself.

(For all of you number lovers, this game uses:
-15 custom doodad-types;
-more than 60 researches, not counting the multiple levels some of them have;
-Over 230 custom unit-types;
-Over 420 triggers;
-More than 750 abilities and buffs.)


_______________________________________________________________



The world

Imagine 12 players scattered over 4 realistic islands of a rich and beautiful country.
-Trees regrow, animals respawn, you can tame them, and make mounted units out of them
-The day and night cycle influences many aspects of the gameplay
-There are at least 4 different ways to make gold out of the terrain, like planting things and selling the spices gathered, among other things,
-You can find neutral things that can be captured to give you various kins of advantages...

Those players all represent their own Dynasty, and came to claim this land as theirs. They shall succeed, or die.
Rules and standards

Imagine that everything they do, unlike in ladder warcraft 3, obeys rules of realism:
-Units don't come out of the blue, they are civilians who were born a house somewhere, got trained at some point or learnt some technology, became a soldier, an engineer, an arcanist or whatever else, then took his gear at the blacksmith before going to battle;
-They cannot hold 2 swords and a shield, since they have only 2 hands;
-Warriors cannot use bows, or rods. They rather get a shield and a sword (or 2 swords), plus some appropriate armor;
-When a vampire is exposed to daylight, he burns to death;
-Heroes do not revive, for a really good reason (see a few lines below);
-All units have realistic size. There is no peasant taller than a house and barely smaller than the biggest trees;
-All units have skills, they can improve them in battle, or by training safely in their city;
-and much more...
Gameplay features

Yet, they were given almost unlimited possibilites, strategically talking:
-They have access to 5 techtrees, not to mention the basic human structures;
-They could theoretically use all of them at once if they please (not spreading too much in the techtrees, to stay efficient, is up to you);
-They can benefit from synergies between those techtrees, to customize their strategy,
-They have to choose from a variety of different weapons, shields, armors, boots and other items,

*-There is a -Solo mode (you could call it RPG mode) where you don't have to worry about units: you only use your Kings. A mode for wanderers, micromanagement haters, assassins or lazy people;

-And the best part, all of this is made fast and simple, by using advanced automated teaching, training, capturing and equipping systems!
For example to turn 5 women into 5 longbow archers equipped each with Arachnian bow, an armor, and Quiver with quality arrows, it takes 2 clicks.
Resources

Due to the rules of realism, there are many resources available:
Gold is gained by:
-Exploiting gold mines;
-Exploiting gems, special precious minerals that must be found by specialized units before exploiting them for great benefits;
-Planting. You then harvest the valuable production of your plants for periodic extra gold income,
-Killing creeps and enemy units. Killing player-owned units also grants a Domination income;
-Trading with your allies, through the use of specific units;

Materials are what replaces wood. Their purpose is almost the same.
Get some by cutting trees, exploiting rocks and whatever else could be used for construction and this kind of works.
The goal

Their only goal in the end, being to destroy all enemy Kings (heroes).
That way their Dynasty remains the only one with a leader able to rule this country, and they win.

Well when you add up all of this, you get Rival Dynasties.


--- --- ---> Screenshots <--- --- ---



Description of heavy sword.


Someone's last King just died, and it was the last King of that team. The other team thus won, and you can see their archers celebrating in front of footies from the defeated team, who stopped fighting because they lost their leaders.


Teal sends footies with heavy gears and alchemic gears to war.


Teal's achemy-gear-equipped footies are assaulting blue's town, and his defenses don't seem capable of handling these guys.


This is the ability you use on your Women to turn them into Archers.


Here we can see a Beastiary, with tamed horses (and some birds) gathered around it. They will be used to make Mounted Archers, Knights, and such things.


Some buildings from the Darkness techtree. I am going Ghost, Death and Demon subtechtrees on this shot.


Ghost town


Haunted Shack sacrifice


The result: i am using just a few haunted shacks there to summon a small army of Ghosts at the entrance of my techtree-less village. I could use them all at once for a massive temporary ghost invasion if needed.


Here we see teal's highly militarized kingdom. He dedicated the hill to troop training, we can see many of them with various gears, and a Spirit of the Great Elders watching over the Kings.


The detailed -help menu, giving you informations about everything you may want to know.


My guys who got killed in front of yellow's fortifications. He blocked the way to his base with walls and placed lancers uphill to eliminate invaders. I'll have to find another way or bring ranged units.


________________________________

Some elite fletchers near a blacksmith under construction.
You can see the archery camp that trained them, selected in the background.
Remember that they were women a second ago. He used the training on them, making them longbow archers. Then he used the elite training to get those excellent archers.
The mouse is over a buff given by an achievement legacy.


Now that the blacksmith is ready, pink uses it to give his elite troops some gear that fits them.
One click is enough to give all the items you can see in the inventory, to All the archers at once. Yea seriously. Enjoy.
Note that this specific blacksmith is specialized in range weapons, so it can provide the best bows.
You can see a wild horse on the left.


This is a decently big attack of pink's fully geared soldiers (you can probably see their light shields in their hands) on an eastern town.
Light blue's nicely geared army of archers, mounted archers and lancers comes to save the day (in the background).


Turns out pink's army was not correctly equipped to face highly trained ranged enemies.
He can come with anti-arrow coats instead of melee armors next time for better results.
You can see the corpses of pink's footies and some light blue soldiers, on the floor.
You can also see their gear lying on the ground where they died.
That gear disappears after some time like all abandoned items.


To optimize his gold income, purple has planted a wide field of spice-producing plants.
The marketplaces automatically harvest the production every day.
The wells provide healing for the plants so that purple's field doesn't need any special attention. That is why there are no women taking care of the plants in this screenshot.


With all that gold, purple has developed high level Science techtree technologies.
While he still has knights (in the background), you can see his gunners on the left, next to his high tech weapon-producing building.
You can also picture a part of his heavy assault transport (codename Golden Hawk) in the sky to the right.


Somewhere else in purple's base. You can see he's developping multiple techtrees.
Along with Science, he went Magic too: his armored mounted flying spellcasters (codename Seraphims) are training their combat skills in the middle.
There are other bird-mounted fighters on the right.
The Tower of the birds (on the left) allowed purple to capture the birds to get those units.
By now, you may have noticed that wild birds are flying everywhere on the map. They are the neutral passive points over water, on minimap.
The Glorious flag in the background gives them speed and accelerated training in the area around it.


On the other side of the map (this battle was East vs West mode, as seen on the rumors board), dark green is training his basic archers to high levels of skill.
You can see the text saying that their class-related basic skill has leveled up (Skill Up) over the heads of 2 of them.


Earlier in the game, dark green was training his lancers around there too.
You can see his social builders exploiting a gem for high gold benefits, in front of his mighty but precious King (he's near a grass spot).


There you can see a big swamp with many resistant creeps (sludges) heading for pink's captured fishing mechanism (another player can step in the control point to re-capture it).


That screenie is just there to show how the heaviest sword looks, on elite footies (infantry).
You can also read the global message displayed when a King dies by the sword of an enemy (as opposed to by aging).


Somewhere in pink's extended town, you can see one of the hidden (from minimap) best shops, the first panda.
He sells fire fire/earth related legendary items meant for [-Solo] players.
You can also look at pink's variety of buildings, each of them serving a precise purpose.


*Sorry for the lack of -Solo gameplay screenies, i only thought about taking shots in that game, and there was no -Solo there.





_______________________________________________________________

This is the result of alot of testing, criticism, fixing and innovation, and months of work (the first version was hosted on battle.net 3 years ago). I have to thank all the beta testers, who help(ed) me with improving this. Beta testing is still in progress, but the map gives fairly enough entertainement to be played and re-played already.

The official forums, if you wish to join the beta testers, to find hosts, to drop suggestions, report bug, or whatever else:
RD at Dj0zmaps.goodforum.net.




**Unit models:
-General frank, Dark Hunter1357, Iristle, kaycei, Ergius, low_kwality, Mephestrial, Cavman, Talon the mage, gassamzed, Olofmoleman;
-Rightfield for Fiery globe model
-donut 3.5 and HappyTauren for Skeleton King
-JetFangInferno for dark force field (zombifytarget) and Grudge aura (Black aura)
-Nasrudin for Dark angel
-communist_orc for Haunted shack
-Sephiroth_VII for FATMAN
-HappyCockRoach for Lotus
** SFX models:
-Mc !, Chriz, Sew, Jo27killed, Evil buddha, Sansui, Whitehorn, Hellish hybrid, xXMephistoXx, Dionesiist, Bob hoil, Warblade, and Ale tuskarr for item models and other stuff, especially Whitehorn for the spinner
-Thrikodius for Lightning shield item
-Kitabatake for Armor16 (dark armor), bag extension model
-BurninRose for the Wind shaman's missile
-Callahan for the lotus' missile
**Icons:
-BlackRockClan, leetslay, GreyArchon;
Dmazzz for the Darkness
RED BARON for Jupiter
**Loading screen:
-Kalis for the mountain king artwork modified for the preview and loading screen
**Miscellaneous:
-Dan van Ohllus, N00byStance, WILLTHEALMIGHTY, Blizzard entertainment, The Hive Workshop, for a variety of things.




)Player-friendliness
-There is now a -roll command.
-Quest menu (F9) more eye-friendly.

-Improved tooltip for Get Out.
-Shortened and improved tooltips for Blacksmith, Barracks, Archery Camps, Sentry Tower, all Kings.
-Sentry shot, Guardian shot and Rain of arrows renamed in more explicit ways.
-Train Archers now mentions the cost per unit at the top of the tooltip.



)Gameplay

-Village center and its upgrades:
Attack speed no longer depends on the amount of units loaded.
Hiding inside it no longer requires a specific unit type (Women).
Foodcost no longer increases for upgrades.
Increased attack speed.
No longer has Battle Stations, Leave the Center.
Now has Enter Structure, Get Out.
Improved tooltips.

-Mud defense post and other tower types:
Using it no longer requires a specific unit type (Man).
No longer have Leave tower, Tower Garrison.
Now have Enter Structure, Get Out.
Improved tooltips.

*Science
-Bow studies:
Renamed. Now only has 2 levels.
Now required for making all arrow-shooting towers.
-Sentry Multishot now requires Advanced Bow & Arrows.

*Magic
-The Mana Mastery school no longer includes "Dispel", it was erased.
-Portal now has an exact pathing map. This means units can no longer walk through the "solid" parts of its model.



)Balance
-Kings now have more HP than their non-hero equals.
-Lowered effect of Evasion abilities.
-Lowered food cap. Interfact updated.

*Darkness
-Flying Dutchman:
Lowered attack speed and max damage.
Increased damage loss per bounce.



)Misc
-Archer (old version) has been replaced by a new one based on Longbow archer.
There is now only 1 type of non-hero foot archer.

-Modified name of Evasion abilities.
-All instances of the word "fletcher" replaced by "archer".



)Cosmetics
-Smoothened edges near water.
-Added fog.

-Improved SFX on Shield of the Dead's effect.



)Bugs/glitches
-Succeeding the Vampire minigame is now possible.
-Failing the Tower Garrison minigame should now be possible.
-Disabled the Importance of Weapons minigame because of a bug ruining the minigames after that one.
-The Exploit Gems minigames should now have the appropriate Exploit Gems ability.




Start
-Fixed the starting camera (it shows your units when it's supposed to).
That means you can once again choose your patriarch.

-Unit for choosing patriarch is now Patriach picker (new) instead of Royal children undercover.
This way you're not shown icons of heroes you cannot get yet.
There are also no longer any useless buttons. As a result, it's much neater: All you see is the 3 icons of the available heroes.



Help
-The -hints command is now -help (now you can -h too). F9 updated.
-Slightly improved some of the periodic tips, and the -help command is now more noticeable there.



Dynasties
-Max food reduced (now 220).



Humans
-House materialcost, build time and hp slightly reduced.
-Marketplace cost and build time reduced.
-Mud defense posts now have the same materialcost (slightly reduced compared to non-royalgrade mud defense post matcost).
-Blacksmith and all its specialized versions have reduced costs.

*Planting (research) no longer requires Nature. You still need Nature to plant Plagueleaves though.
-Plants costs rebalanced, usually lower.
-Gold from every single spice money increased (6 -> 10) and extra gold from autoharvest increased (+2 -> +4). All fields updated.
-Harvest spices aoe reduced: now 1200x1200. Autoharvest is now 8:00 AM instead of 5:00 PM.

-Granturismo and Nosturismo now have " - transport " at the end of their name, and hotkey.

-Social builders no longer randomly stop exploiting gems.
-Find the gems (commitee) now has lower manacost, updated and improved tooltip.

-Modified icon locations for making new Kings.
-Removed the need for a parent of the same class.
That means you no longer need a Chieftain father to make a Warlord son, for example. You only need the appropriate research (infantry for Warlord).

-Improved bird autocapture: unfinished Tower of the Birds can no longer perform it; less memory leak; no longer enforces food limit.
-Fixed bird autocapture tooltip.

-Changed location of marketplace researches and reduced their cost.
-Reorganized build menu for Military scientist.

-Reduced attack speed of Knights and Cavalry.
-Cavalry jump now has a hotkey, reduced cooldown, higher manacost.



Nature
-Hut now has lower materialcost, food production and buildtime.
-Fixed Hut tooltip.

-Wind shamans now less resources, but more food (3).

-Fixed cost and improved tooltip for equip horses.



Items
Fixed tooltips for all rods, fixed & improved tooltip for meta armor.



SFX
-Removed some useless visuals from: Inspiration aura, Triumph aura, Stygian aura, all Village center-type auras, Capital city,



___________________________________________________________

-Repair times and costs fixed (with the formula) for alot of buildings.

-Reduced/Nullified the lag caused by the whole plant system (all leaks (10!) seem removed).
-Reduced/Nullified the lag from bird autocapture (inside-loop leak removal).

-Fixed Capture animals: error message always shows at correct location, materials cost reduced, leaks removed (~6), tooltip updated.

-Minor terrain changes (balance and cosmetics)

-Vampire base damage increased.

-Fixed some grammar.



Start
-Players now start the game spread equally around the center.
That means now, you need to find a spot to build first, then you settle a base.
There are more than enough gold mines for everyone, not to mention you don't absolutely need a gold mine anyways.

-A new triggered mechanism was added to Antirush: player units are invulnerable.
That solves some problems.
-Antirush now has a timer displayed top right of the screen.
-It now lasts much longer (1 day).

-Some start texts that were showing up all at once were separated.

-Moved tutorial area for players who were in bizarre spots.



Terrain overhaul
-The central island is now a neutral town.
It is now directly llinked to all continents.
Most other links between continents were removed.

-Continents are now bigger (hence the new name, they no longer look like islands at all).
-The tiny islands between continents no longer exist (and whatever was on them too).
-The sea/rivers now look much deeper.

-Areas are now much better defined, with fewer and smaller entrances, and usually wide room inside the area.
That makes it easier to build in areas of your choice, and easier+more useful to build walls and towers to defend them.

-Walkable river parts are now much easier to differenciate from impassable ones.

***************
-Grottos and eggs no longer look like shops on the minimap.

-Gold mines can now be exploited by 2 units at once (2 civilians inside the mine at the same time)
-Gold mines now have less gold at start (8000. Now tiggered)
-Time spent in the mine while mining reduced by 25%.
-Mines should now be exploitable by multiple players at once.


Kings a.k.a heroes
-Experience gain is faster: less XP required for levelup, more XP based on enemy unit level given.

-You can now learn aoe damage spells only once every 2 levels.

-Re-synchronized their attack damage and attack speed with the unit they are based off.
This results in noticeably better attack for all of them (vampire the most, the recent rebalance had screwed him up much).

*Chieftain
-Slightly increased Shockwave damage and cooldown. Improved tooltip.

*Archer Kings
-Nerfed Flaming Arrows, now it makes sense compared to the regular unit one. It was totally imba.

*Magus Kings
-Reduced damage, cooldown and manacost of Burning Spear.

*Vampire
-Fixed his spell's manacosts with the new general formula.
-Bat Legion buffed: cooldown lower at all levels, manacost now decreases. Fixed tooltip.
You can now learn it only once every 2 levels.
-Totally rebalanced Dark Wind (except damage).



Humans
-Houses and Royal residence no longer produce any single point of food.
-Marketplace is now a requisite for House and Royal residence.
Marketplace tooltip much improved.

-Bookshelf now requires Council.
You can no longer sell items to a bookshelf.
-Plagueleaves and Well now require Nature.
-Sentry and Guard towers now require Archery camp.
-Council now requires lumbermill.

*Civilian now builds the walls (horizontal and vertical) and Sentry towers.

*Social builder now builds Stacked residences.
-Stacked residences now require town center.

-Walls no longer dissipate blight.
-Fixed social builder armor (now same as civilian, = 0 ).

-Planting and Gem exploitation are now Instant Researches (this is sort of a new concept).

-Politics buttons relocated.
-Ballistics & height renamed: Ballistics.

-Blacksmith evolution buttons relocated.



Science
*Engineer no longer builds: the walls; Sentry tower; Stacked residence.
-Now builds: Guard tower; Glorious flag; The Arches of Triumph.

*Military scientist no longer builds: the walls; Guard tower; Glorious flag; The Arches of triumph.

-Animals storage now has same requisites as beastiary.



Nature
-Naturalist no longer builds Sentry tower.



________________________________________________________

-Updated interface for gold and the day/night cycle.

-Building menu icons relocated for civilians, social builders, engineers, military scientists.

-Improved/fixed many tooltips (vampire...) and stats (buildings...).

-Improved some King animations.

-Removed the lag created by spice harvest.

-Gunner training cost rebalanced.


All other changelogs can be found at the Rival Dynasties subforum in the link provided.

*Protected map.

Keywords:
Rival, Dynasties, Dynasty, King, Empire, Kingdom, Royal, Aging, Age, Realistic, Epic, Vampire, Gear, Tame, Taming, Mounted, Tech, Evolution, Melee, Ev
Contents

Rival Dynasties 0.99L (Map)

Reviews
10:58, 16th Dec 2009 ap0calypse: Approved
Level 10
Joined
Oct 16, 2008
Messages
512
That's nice. If anything annoys you in the map, let me know!
I'll make sure to find a fix to it, or tell you how to avoid it if there is already a solution inside the map, because most of the time, there is one.

EDIT: I'll just use that post as an extension of the main one, and to store the pics.
 

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Last edited:
Level 19
Joined
Oct 1, 2008
Messages
1,668
This is an RTS map with many interesting features. It employs things like aging heros and actually uses the day/night feature of warcraft effectively.

Minor Issues
The loading screen image looks really ugly...
The minigames ended far too quickly. Instead of having timers, make them play until something is actually achieved.
A lot of the minigames felt very strange, for example, the vampire one has a bunch of random buildings and units, yet the vampire itself didn't do anything.
The king picker had far too short an expiration timer. Also, you should make it a structure, so that there are no command buttons
What is a granturismo?
Some heros have many passive abilities, you should put these in a spellbook like you did for builders.
Many units have mana, yet dont use it. While this isn't a flaw, it is very messy.
Button positioning should be improved. Give buttons a logical order, for example, unit upgrades at the top and building upgrades at the bottom, etc.
The Royal Souls are too close together. Selecting them is hard.
While turning into a Lancer requires going into the Barracks, turning into a Footman doesn't.
While turning people into footmen, they become deselected.
When turning footmen back into workers, the button stays the same as it was when they were still workers. You should change this and the icon.
Mount Horse didnt seem to work...

Major Issues
While I noticed no major debilitating flaws, all of the minor ones DO add up. This is mainly in the field of tooltips, which should have capital letters. Button positioning is also very important.
There are many other things that I noted as well

While this IS an interesting map, but as aforementioned, it does suffer from a lot of minor flaws. If these were to be fixed, this map will really shine.
3/5 No Vote Yet.
 
Level 10
Joined
Oct 16, 2008
Messages
512
Okay, i get your point. Even better since you took the time to list every single thing that could use an improvement, and i thank you for that.
I shall make use of these remarks to improve the map, then.
If i understand you correctly, when i am done with proper button positioning and removal/hiding of unnecessary things that might confuse the player, a great step forward will have been made. Sounds easy enough.


I will explain a few of the points you mentioned, not as an excuse, but rather so you understand why they are so:
-The loading image: well, i think it's a matter of personal tastes... to me that mountain king looks good and sums up the goal well enough...

-The minigame speed: many players off b.net get impatient quite fast, and a number of them actually leave before the minigame tutorials have ended. I just don't really know what the correct balance between a fast start and proper tutorial performing is i guess.

-The royal souls: well they were not meant to be selected in the first place. The main reason why they exist is to keep track of the stats heroes are supposed to have, because some things like being hidden in transports and such, cause weird things to happen when they should age up or get a stats increase.
I guess i should just use a set of array variables to do that, come to think of it, since the removal of the souls would not affect the gameplay.
Also, back then, i planned to make use of those souls for such things as powerful darkness or holy spells that would allow one to enter the soul arena and affect positively or negatively live or dead Kings directly on their soul. However, i abandoned this concept.


-"Mount horse" works, but it requires an armored horse, if you used it from a footman. You need to turn captured "wild horses" into "armored riderless horses" at the beastiary before you can mount them with a footman.
This is because some units need to use prepared armored horses, like human knights, while some others sacrifice armor for better speed, or just dont need a riding gear on their horses, like Nature dryads.


As a last note there is a point i didn't understand in your review. Care to explain the thing about capital letters and tooltips?
Thanks for the encouraging and very useful review anyways :thumbs_up:
 
Level 4
Joined
May 1, 2008
Messages
80
My rewiew :

+ weapon system
+ multiple heros
+ multiple technologies
+ tutorial =D
+ nice mode

~I don't really like the terrain with this big moutain on the middle :( . make better ! add bridge, river, and less water on the middle.
~are you sure your map is balanced ? there is too many tech for me :(
~no item for dryad (actually there is only armor)

so i rate it 4/5 (because i don't like your terrain)
Nice Work !
 
Level 2
Joined
Apr 14, 2009
Messages
23
Another awesome map from you huh?
It kinda confused me the first time I played but it was pretty clear the second time... There are minor bugs in tooltips that could be fixed easily...
I didn't like how hard it is to get the golden hawk and the tanks even though a pro guy was telling me how to... It should say what's the next upgrade in the tooltips.
The cavalry was pwning but why are there no weapons for Birds of Zues and shamans? I noticed they can't use swords yet there are no claws for shaman and hammers for birds of zues.
The magus tower was nicely made... You need to sacrifice a wizard to get more spells in the magus and make it the perfect defensive tower :)
I was a bit annoyed by the Darkness upgrades where you have to spend tons of resources yet wait 2 mins and still all they helped me for was the flying dutchman. I never understood what "Undeath" and "The very end of life" do : |
Nice work! 4.5/5
 
Level 10
Joined
Oct 16, 2008
Messages
512
How kewl, more constructive criticism :smile:!

Glad you guys liked the map overall, now i'm going to address the problems you have pointed out:

@lulol:
-Terrain: well honestly, i find the middle mountain kinda plain too, but i didn't find yet something interesting enough for people to compete with each other in order to control it. If you have any idea...
-Balance: yea i think it is balanced, because i am using the civilian as a basis for every single other unit in some kind of way, so that they always represent a certain relative power, which should be kind of equal overall (except alchemy for now).
Also, i'm using rather precise armor, hp and damage formulas, so that no units gets random stats without a reason and a cost.
-Weapons: Dryads use special weapons, like a few other unit types in the map. Those people don't get to improve their damage because either: 1) it would make no sense, or 2) they are too unique and specific for me to design items for only them. That could flood the game with an unnecessary amount of items that would be only available to 1 type of unit of 1 techtree, for -Kingdom players only. I think you get the point..

@Burning_Iegion:
-Golden hawk etc: you are right, the path to those high tech units is maybe too complicated and obscure, and the fact of them being high-level units does not justify giving players headaches. I will fix that.
-Weapons: well see what i said to lulol
-Darkness: one of the main strengths of this techtree is those two undeath researches that you mentioned.
What they do is exactly what's written in the tooltip: they make your units become undeads, on death.
->For example, if a footman dies, he will revive instantly as a zombie footman, and fight on, with zombie-modified stats. If that zombie dies, it will revive as a skeleton this time, and keep fighting :) so thats 3 fighters you got yourself, for each soldier you had before doing the researches.

I hope that cleared things out for you guys, and if my explanations left you disappointed well let me know.
 
Level 2
Joined
Apr 14, 2009
Messages
23
Yeah I already figured the Darkness upgrades after I read the tooltips carefully :)
The weapons... well... The blood shamans could've had some more damage though they're perfect tanks if you give them the forest set :D
I kinda figured the Golden Hawk is an advanced unit lol I've never seen it in all 4 games I played on Bnet. I'll try getting it in Singleplayer xD
What was the command for no age? -na?
I'll figure it :)
 
Level 11
Joined
May 11, 2008
Messages
834
Alright I've played through it as the kingdom, since it contains advanced systems and wanted to see if they work and this is what I cooked up with it:

Bad Points
-I keep trying to get the Tech Science but never did, I skipped it, by accident and could never figure out how to make my workers turn into enginners, the quest menu didn't really explain well how to get them, if I never read the tutorial on that.


Neutral Points
-some simpler commands instead of letters could do like -sk or whatever to skip just let him write -skip

-The FAQ should be updated cause I'm sure people will explain more than just 1 common question.

-No AI support


Good Points
-Loading Time is reasonable for a game like this. (Around 20 secs for me)

-Interactive Tutorial is well explained I'm sure everyone will understand how to play it.

-Terrain is reasonable, it's not awsome but atleast it has some kind of decoration to it.

-Aging system keeps players on there toes to make sure they will still play the game mine was 85 years old and just realized it after one of the enemies died from old age lol.

-The mode choices are good like North vs South, Free for All, East vs West, and others.

-There isn't a major unbalance found in this as far as I played.


Basically this is a ''advanced'' melee game like the description says, there isn't to much micro managing needed, just the flowers and the kings you need to look up to sometimes.

This could be ready for a 1.00 release and give it a 4/5
 
Level 10
Joined
Oct 16, 2008
Messages
512
Thanks for all of these details, and the pre-rating!

-Someone already pointed out the problem of getting the Science techtree. While it is actually not harder than any other techtree (just abit longer to get the best units), the explanations seem to be lacking. I will improve them and make them more obvious.

-That will go with the FAQ update.

-I take note of the other points you mentioned and will improve the ones that can be made better, in next version.
 
Level 19
Joined
Oct 1, 2008
Messages
1,668
-The loading image: No, it's stretched and looks ugly.

-The minigame speed: I had just about no time to do anything in these. People who are THAT impatient do not deserve to play good maps...

-The royal souls: Yes, but selecting them is a good way of keeping track of hero's ages. I suggest making an Integer and Point Array system that spaces them apart.

-"Mount horse" works: Oh, ok. Then this brings me to another point. The game is extremely convoluted. The vast amount of features means that players will not know how to do things. I suggest adding a little passive dummy help ability to each unit, and having a bit of information in it, like an extension to their regular tooltip.

Care to explain the thing about capital letters and tooltips: Well, many unit names and tooltips (Title tooltips such as "Train Footman", not the extended ones) had un-capitalised letters. These make them look very messy, so you should revise all of these.
The tooltips just generally seemed a bit messy. Naming a unit Granturismo is not very creative. When using coloured text, you should put the |r AFTER full stops, it looks a lot better.


Ok, since I have already opened Wc3, I might as well make some more suggestions. I would like to see this map live up to it's full potential.

Both Shops and Consumable Shops have Free Water. You should also change the name of Shops to something else (Equipment Merchant?)
Hero abilities should all have hotkeys, as some dont.
The [level 2] etc. text does not have capital letters D:
Some of your icon choices are a bit strange.
 
Level 10
Joined
Oct 16, 2008
Messages
512
-The loading image: Oh i see what you mean now. Well i simply followed the importing tutorial using the least mapsize increasing way. I will reconsider that if people tend to care more about picture quality than dl time.

-Minigame speed: well since this is a persistent complain among players, something is wrong. I will thus give more time for people to understand them.

-Royal souls: Oh yea that is true, but i have a plan about this kind of info tracking, that should be more useful overall imo. Just wait 'til next version.
I am still not sure about removing royal souls, but it's for sure not at the top of the To Do list.

-Mount horse and related: Okay that idea makes sense. A couple units have such a helper "ability" in my other map, Chaos Colossus, because they tend to have dozens of spells and such per unit, in that map.
I just didn't feel like it was needed for RD, but since you spontaneously suggested it, i guess i was wrong.

-Tooltips: Oh so that was the matter! Well i only capitalize first words, and proper nouns.
I mean, i think "Salvation of the soldier" looks better in a menu than "Salvation Of The Soldier", because it's not like it's some legendary mountainsplitting ability, if you know what i mean?
*I will do a general tooltip improvement with proper colorcode (with full stops inside), hotkey highlighting, and Caps fixing (my way) for each single tooltip, then if you still think it doesn't look good, i will look into it.

-Capital letters and shops: Okay i will fix [level XX] into [Level XX]'s too then, and shop names aswell.
When you think of it, the ingame periodic tips already refer to them as "merchants" ("use them to stay alive").


Thank you for all the details :) that's what makes the difference between a vaguely useful review and an update-provoking one.
 
Level 5
Joined
Aug 7, 2007
Messages
117
Ick!

I just ran through the tutorial system...

FIRST:
I HATE sitting through tutorials. They are nice for players who never played, but... How about making it Auto skip and let player 1 decide to run it instead?

Second:
Are you F-ing Kidding me?
Most of your "tutorial" is designed to test map knowledge. This is, well, to put it bluntly, WORTHLESS. "Pick the spell that will reveal the gem." "Oops, that book you picked won't do it. Too bad."

Third:
TL:DR.
Your beginning part of your tutorial was, quite frankly, pretty worthless. It was a long, wordy description of gameplay. You should always make the assumption that players know what the hell they are doing when they play your map, and provide a way for those experienced players to direct new players at the location to learn the info.


Next, you had a lot of statements about what would/wouldn't happen that ended up being false. Tooltips on requirements weren't correct. for example, I didn't need a marketplace to get gold. I was able to make more than 2 heros.

Your quest info also gets cut short. Double check them and make sure they say what you want.

The way to get heroes for solo players isn't intuitive. My hero was 60 before I found a merchant that sold children.

In general, I did not find this map polished enough to rate highly. 2/5.
 
Last edited:
Level 10
Joined
Oct 16, 2008
Messages
512
@fancy: It must be something on your computer, seems like noone else has this problem. Maybe re-download the map file or something... Let me know if it worked.

@Riptokus: thanks for letting me know what you think.
1st)
It makes much more sense to have the tutorial run by default. A newcomer should see it, since the gameplay is quite particular, and a pro should know how to skip it. That's as simple as that, to me. Also, in most games that i host, including when remaking, there are newcomers...
Besides, if you hate the tuto that much, you still have a total of around 5 opportunities to skip it while it's running.

2nd)
About the content of the minigame tutorials, it can always be, and has been already changed many times.
Not all the minigames are like you said. Hiding the vampire is common sense. You have the vampire's, the hiding zone, and you're asked to "hide the vamp". etc.
About the gem's one and those of that style, it's just randomness: Either i give much more time and people can read the whole book description (so they pick the right book, it's no longer random), but people like you would get pissed and might leave before the game starts,
Or i i give less time and you have to either read very fast or pick one randomly.
But honestly, all that matters in the end, is that you remember the result: which book is the right one. People learn from successes and fails. As long as they succeed or fail, since they have an explanation about it, they should remember the right mechanism when the game starts, do you agree?

3rd)
Fact is that usually, there are more newcomers than people who know the map already, once again. They are usually happy to read that "heroes do not revive" or "if you lose all you heroes, you've lost" for example. Finding these things out live ingame has proven more painful, in the past, than reading 2 lines.

About the incorrect statements: yea you are totally right, sometimes when updating a feature, i forget some of the numerous tip texts related to it. I shall fix those right now.
*Though for the marketplace, game never says that it's the only way to get gold, it's just the cheapest and fastest for newcomers, excluding bringing gold to your King, ofc.

About Quest menu ah well, i copy-pasted it during a terrain transfer. My bad, i'll fix that asap too.

About solo heroes (which explains the rating, imo, if you chose solomode...), they are supposed to have a flying transport making them able to find the merchants faster and easier. I noticed today that a bug recently removed that transport, so don't you worry, it's gonna be much more intuitive.
 
Level 4
Joined
Oct 17, 2008
Messages
123
My two complaints:

Biggest: The map is wayyyy too small. Theres really no move to move around or anything. Heres them, theres you, 2 feet apart.

And well, the game is too fast paced once you grab a sword. Armor should be beefed up a bit to slow it down. 2 chops to kill people is fun, 3 to kill other sword users just makes battles 3 second affairs.
 
Level 10
Joined
Oct 16, 2008
Messages
512
Oh well, i'm finishing a debug update of version .99c, and in the next version i will be reworking the terrain.
It is not actually small, i just badly used the room, theres much water with very little use, for example.
So you can expect improvement in that area soon enough.

About weapons and armors: well if you try to kill someone with a sword irl, that will be quick work. It's just a matter of realism. i already made swords less deadly recently, i don't think nerfing them further would be good.

Anyways thanks for the feedback, anything else?
 
Level 3
Joined
Jun 27, 2009
Messages
42
can make greater vampire like from chieftain to warlord ? maybe dracula ? the iron maiden and spiked totem annoys me with the lack of hotkey =( i nid many of it since training alot of soldier with 1 totem is not enough. anyway, great map and +rep for your greatness =D
 
Level 10
Joined
Oct 16, 2008
Messages
512
can make greater vampire like from chieftain to warlord ? maybe dracula ? the iron maiden and spiked totem annoys me with the lack of hotkey =( i nid many of it since training alot of soldier with 1 totem is not enough. anyway, great map and +rep for your greatness =D
Well this kind of evolution feature is planned, for Darkness heroes too (and actually for heroes of each techtree), but well, needs to be done.
About the hotkey, i will add it in next version, along with fixing all the tooltips.
Thanks :thumbs_up:
 
Level 10
Joined
Oct 16, 2008
Messages
512
This is an excellent map in my book. I enjoy the large amount of choices in research and units. Very cool. The terrain could be a little better, but that doesn't matter nearly as much as the gameplay. And the gameplay is excellent. Good job.
Wow! well you'll be pleased to know that the terrain will use a major rework within a week, with much better organization: more room to build, places easier to defend, less water, better organized neutral areas.
And i thank you for the very encouraging review :) .
 
Level 5
Joined
Aug 7, 2007
Messages
117
Info changed.


Way to ignore everything I said while pretending to listen.
To say you ignored everything I have said is an understatement. I gave you the benefit of the doubt, thinking you just needed some good advice for your rough edges, but you seem to ignore my criticisms and pick something at random that was only mentioned in passing for the source of them?

Here is a breakdown of my ratings:
Tutorial/New Player Information: 0/5 (Worthy of Rejection{Forced effort with no gain}. -5)
Tooltips: 1/5 (Worthy of Rejection{Inaccurate Information. Particularly hero limits and the statement in the flowers that marketplaces are needed for spice income}. -5)
Terrain: 3/5 (Boring but Balanced)
Balance: Not Measured
Polish: 2/5 (Some of the choices of how to do things were clumsy. The size of buildings did not suit the size of the game terrain well. It was difficult to determine triggered important areas easily.)
Intuitiveness: 2/5 (Some concepts didn't instantly make sense)
Execution of Concept: 3/5 (I can think of better ways to execute what are touted as the key features of the map, but this way works)

Final score:
1/30

Your map, therefore, Rated very low, and only just at the threshold of me not recommending rejection. I was feeling generous, believing you to be in the middle of major revisions, hopefully to improve the tutorial. Your comments here have changed my view on it. Therefore, your map is going to it's deserved score of 1/5, and I will further be putting the recommendation for rejection "Bad Tutorial. Tooltips not accurate."
 
Level 5
Joined
Mar 25, 2008
Messages
150
Ok? Riptokus are you just being mean to everyone? this map is really sweet, you were the only one that have said anything really bad about my map, and this also it seems, can you make anything better than this?

Djoz sweet map by the way ;) happy mapping
 
Level 11
Joined
May 11, 2008
Messages
834
Way to ignore everything I said while pretending to listen.
To say you ignored everything I have said is an understatement. I gave you the benefit of the doubt, thinking you just needed some good advice for your rough edges, but you seem to ignore my criticisms and pick something at random that was only mentioned in passing for the source of them?

Here is a breakdown of my ratings:
Tutorial/New Player Information: 0/5 (Worthy of Rejection{Forced effort with no gain}. -5)
Tooltips: 1/5 (Worthy of Rejection{Inaccurate Information. Particularly hero limits and the statement in the flowers that marketplaces are needed for spice income}. -5)
Terrain: 3/5 (Boring but Balanced)
Balance: Not Measured
Polish: 2/5 (Some of the choices of how to do things were clumsy. The size of buildings did not suit the size of the game terrain well. It was difficult to determine triggered important areas easily.)
Intuitiveness: 2/5 (Some concepts didn't instantly make sense)
Execution of Concept: 3/5 (I can think of better ways to execute what are touted as the key features of the map, but this way works)

Final score:
1/30

Your map, therefore, Rated very low, and only just at the threshold of me not recommending rejection. I was feeling generous, believing you to be in the middle of major revisions, hopefully to improve the tutorial. Your comments here have changed my view on it. Therefore, your map is going to it's deserved score of 1/5, and I will further be putting the recommendation for rejection "Bad Tutorial. Tooltips not accurate."

Rip your review is worth nothing in this, it's not a fair review, it's badly constructive, all you do is insult him just because of one simple word, your short tempered and also some lies in the review.
 
Level 10
Joined
Oct 16, 2008
Messages
512
@KrigeKongen: Glad you like it :) Thanks.

@riptokus
Way to ignore everything I said while pretending to listen.
To say you ignored everything I have said is an understatement. I gave you the benefit of the doubt, thinking you just needed some good advice for your rough edges, but you seem to ignore my criticisms and pick something at random that was only mentioned in passing for the source of them?

Here is a breakdown of my ratings:
Tutorial/New Player Information: 0/5 (Worthy of Rejection{Forced effort with no gain}. -5)
Tooltips: 1/5 (Worthy of Rejection{Inaccurate Information. Particularly hero limits and the statement in the flowers that marketplaces are needed for spice income}. -5)
Terrain: 3/5 (Boring but Balanced)
Balance: Not Measured
Polish: 2/5 (Some of the choices of how to do things were clumsy. The size of buildings did not suit the size of the game terrain well. It was difficult to determine triggered important areas easily.)
Intuitiveness: 2/5 (Some concepts didn't instantly make sense)
Execution of Concept: 3/5 (I can think of better ways to execute what are touted as the key features of the map, but this way works)

Final score:
1/30

Your map, therefore, Rated very low, and only just at the threshold of me not recommending rejection. I was feeling generous, believing you to be in the middle of major revisions, hopefully to improve the tutorial. Your comments here have changed my view on it. Therefore, your map is going to it's deserved score of 1/5, and I will further be putting the recommendation for rejection "Bad Tutorial. Tooltips not accurate."

Why are you trying to pretend i didn't listen to your comments, while i obviously did? There's no point whatsoever..

I don't even feel like arguing on that matter, since anyone who plays the latest version (or just reads the changelogs) can easily notice this.

-the hero limit was fixed for everyone;
-the quest menu is no longer cut short, it actually even had improvements;
-a child icon (replacing the sorta medal previous one) makes deadly obvious where children are sold, and they are sold every single time you find a Merchant.
-the solo start without an extra invenotry slot was fixed
-the solo start without a flying transport was fixed.
->It also makes it (as it used to) extremely easy for you to find merchants, you just go in any direction flying over everything and you'll find some.

By now i can already urge you to fix your liar comment but let's go on just out of boredom.
-the tutorial was cleaned of unnecessary units, so that you only have the units you actually need in that tutorial, and nothing distracts you anymore.
-a bunch of tooltips were fixed, theres 4 lines of that just in this changelog (considering you missed one in the meantime), and marketplaces do not pretend being the only source of gold or the only gold deposits.
Here is a breakdown of my ratings:
Tutorial/New Player Information: 0/5 (Worthy of Rejection{Forced effort with no gain}. -5)
Tooltips: 1/5 (Worthy of Rejection{Inaccurate Information. Particularly hero limits and the statement in the flowers that marketplaces are needed for spice income}. -5)
Terrain: 3/5 (Boring but Balanced)
Balance: Not Measured
Polish: 2/5 (Some of the choices of how to do things were clumsy. The size of buildings did not suit the size of the game terrain well. It was difficult to determine triggered important areas easily.)
Intuitiveness: 2/5 (Some concepts didn't instantly make sense)
Execution of Concept: 3/5 (I can think of better ways to execute what are touted as the key features of the map, but this way works)
That part was hilarious, to be honest.
-Tutorial: forced effort? rofl. Absolutely nothing forces anyone to do it. and there IS a reward. Ant it can be skipped entirely. I'm just wondering how you can be so wrong without purposefully trying to be...
-tooltips: rofl again. they use a helpful color code and blank lines for easier readability, got much improved and fixed etc, you just didnt play the new version and told yourself you would say random stuff, didn't you?
-polish: clumsy choices.. well maybe you can be more specific? "determine triggered important areas" : what does that mean? determining which parts of the map and spells etc are trigger-enhanced? With almost 400 triggers in the map, i'll let you guess lol.

As a last note, 0/5 + 1/5 + 3/5 +2/5 +2/5 + 3/5 equal 11/30 in my world, but you've rated it 1/30 as final result... let's just say it was a typo of yours, eh?
 
Level 2
Joined
Apr 14, 2009
Messages
23
Riptokus=pwned
What a noob... I can't stop playing this map. I suggest you add each techtree a hero that doesn't count as a king. He's some kinda champion... get what I mean?
 
Level 4
Joined
Jul 25, 2009
Messages
95
S.O.A.B!
I couldn't find it in the custom folder, but it worked in the Frozen Throne folder :)
Thanks:)
I'll play it, then go on some Section 8!
 
Level 10
Joined
Oct 16, 2008
Messages
512
Oh this thing happened to me too, some maps just won't show unless you place them in the default folder. There was a blizzard patch a few months ago that caused this if my memories are correct.
Make sure to let me know what you think once you're done :)

@Burning_Iegion: That is an idea, but atm i don't think it would fit the global theme. Yet again, anything can be changed, you never know. Thanks for the support :)
 
Level 3
Joined
Jun 27, 2009
Messages
42
hmmm.... i realised when i trained my archer to make it's basic skill level 20.... the skill become 1 again after i transform it into a fletcher. same thing if from knight to cavalry. can make it stays still?

Riptokus, play first then u can review, i dont think u played it once.

can add more time to the tutorial which ask us to make 6 of the civilian to learn the techtrees ? even i know what to do i always cant finish, because the time ran out first.
 
Level 5
Joined
Aug 7, 2007
Messages
117
Fin

By now i can already urge you to fix your liar comment but let's go on just out of boredom.

-the tutorial was cleaned of unnecessary units, so that you only have the units you actually need in that tutorial, and nothing distracts you anymore.
Fine. I'll retest it.

-Done-
The Tutorial is still crap.

That part was hilarious, to be honest.
-Tutorial: forced effort? rofl. Absolutely nothing forces anyone to do it. and there IS a reward. Ant it can be skipped entirely. I'm just wondering how you can be so wrong without purposefully trying to be...
Maybe if you got up and listened to what I have to say, you might be able to improve your map. Instead you listen to everyone fapping you off. It still remains forced, and even moreso now. Ask me nicely and I'll tell you why.

-tooltips: rofl again. they use a helpful color code and blank lines for easier readability, got much improved and fixed etc, you just didnt play the new version and told yourself you would say random stuff, didn't you?
No, I did not. There was no need to. My statements were in response to your refusal to take what I had to say seriously, and no longer about your map. .98 is what I reviewed. It isn't my fault you updated it. If my statements don't make sense to the person who ends up approving/rejecting, then it only shows that you don't like to upload maps you consider somewhat finished. A horrible habit. I've gone and reviewed .99 now. Only real major change in my review is I no longer recommend instant rejection. At least you took some of what I said to heart. There may be hope for you after all.

-polish: clumsy choices.. well maybe you can be more specific? "determine triggered important areas" : what does that mean? determining which parts of the map and spells etc are trigger-enhanced? With almost 400 triggers in the map, i'll let you guess lol.
I was specific enough. If you react a little bit more positively to my attempt to help you improve your map, maybe by, I don't know, Asking nicely? Instead of rejecting what I have to say outright? Then I might share better details. As it is, I have wasted enough of my time on you.

As a last note, 0/5 + 1/5 + 3/5 +2/5 +2/5 + 3/5 equal 11/30 in my world, but you've rated it 1/30 as final result... let's just say it was a typo of yours, eh?
-5 for the first reason your map was rejectable, -5 for the second reason your map was rejectable. Perhaps if you read entire statements rather than getting butt hurt about any criticism, you might learn something.


The current status of your map:
-5 for your bad attitude in taking anything said by someone who doesn't "like" your map. Yes, that means whatever score you would get otherwise, take 5 off of it for your attitude.
Not sure how well that disclaimer will work, putting it in that color, but you seemed to favor it with your map, so meh.
Tutorial/New Player Information: 1/5 (many points redundant, doesn't "tutor", instead it "throws to the lions". Better ways of doing it, but it least it works. Your Quest Menu is missing key information, and has several spelling typos and text coding issues. Nothing rejection worthy, but nothing that shines either.)
Tooltips: 2/5 (No obvious problems with most tooltips, but a few places were found where the default tooltips were left in.)
Terrain: 3/5 (Boring but Balanced)
Balance: Not Measured
Polish: 2/5 (Some of the choices of how to do things were clumsy. The size of buildings did not suit the size of the game terrain well. It was difficult to determine triggered important areas easily.)
Intuitiveness: 2/5 (Some concepts didn't instantly make sense)
Execution of Concept: 3/5 (I can think of better ways to execute what are touted as the key features of the map, but this way works)
8/30. I'm not feeling Generous, therefore I will not round that .3 up.
(((-5+1+2+3+2+2+3)/30)*5)=1.33~
Your map is no longer worthy of rejection, but it is still not good.

If you want details, given your treatment of me so far, you'll have to beg for them in a PM. I'll let you go back to fapping to good statements now.
 
Level 4
Joined
Jul 25, 2009
Messages
95
The map is preety good.
I can't understand the techtrees thought.
How do you gert horseriding anyway?
 
Level 10
Joined
Oct 16, 2008
Messages
512
@fancy: Thanks.
Techtrees: The bookshelf is the one and only key. Send people there and use its abilities to make the basic builders of any techtrees you want to use.
Then just use them to build the techtree's specific structures.

Horseriding: It's the level 2 of the riding researches, it is available after you have researched wolfriding :) . This will probably be changed in the future, though, with independant riding researches.

is there AI?
No.

@rip:
Maybe if you got up and listened to what I have to say, you might be able to improve your map. Instead you listen to everyone fapping you off. It still remains forced, and even moreso now. Ask me nicely and I'll tell you why.
I don't need to ask anyways. Anyone can just test and see that tuto is not forced at all, arguing about it makes no sense whatsoever.

My statements were in response to your refusal to take what I had to say seriously, and no longer about your map. .98 is what I reviewed. It isn't my fault you updated it.
I take what everyone says seriously, except when it looks much like purposefully unobjective critique, like most of your statements.
And it isn't my fault if you allow yourself to point out no-longer-existing problems.

Only real major change in my review is I no longer recommend instant rejection. At least you took some of what I said to heart.
Took you long enough to notice i listened to your critique, eh? even at the beginning of this same one post i'm quoting here, you're saying things that are contradictory with these last 2 sentences of yours... But i guess we're going somewhere now, that's nice.

I was specific enough.
Then maybe i am too dumb to understand what you said with that statement, and maybe you could have taken some of this qqing time for something as constructive as further developing your map-related criticism.

If you react a little bit more positively to my attempt to help you improve your map, maybe by, I don't know, Asking nicely? Instead of rejecting what I have to say outright?
There you start pretending once again that i don't listen to what you say... What am i supposed to understand from all this contradiction...

As it is, I have wasted enough of my time on you.
Talk about not accepting critique... I am supposed to listen to what you say, and you are aswell. That's how debating works.

Perhaps if you read entire statements rather than getting butt hurt about any criticism, you might learn something.
While i quote only what i'm responding to, I've acknowledged any single word of all comments on the map, good and bad. You were not the only one pointing out bad things in the map, you could just check the posts out to see that i accept bad criticism as an opportunity for improvement, if you're are able to admit it ofc.

-5 for your bad attitude in taking anything said by someone who doesn't "like" your map. Yes, that means whatever score you would get otherwise, take 5 off of it for your attitude.
Let's say Icefrog has crap attitude (hypothesis, i don't even know him at all). Would that mean I have to downrate DotA? Sorry, i think not, it's the basis of objectivity. "Hate the player, not the game", they say.

If you want details, given your treatment of me so far, you'll have to beg for them in a PM. I'll let you go back to fapping to good statements now.
I don't beg neither fap, but i don't try to disrespect you either. It would be really sweet if you could do the same, but it seems your attitude is not changing much. That's sad for the credibility of your reviews, since objecticity is mandatory for that.
 
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Level 2
Joined
Apr 14, 2009
Messages
23
Riptokus are you just dumb or mega dumb? Perhaps the last one...
The -5 for "bad attitude" is just stupid. If people could rate you, they'd give -25 for your bitching. Stupid noob. Make something better and then post dumb stuff. Dumbass.
 
Level 2
Joined
Apr 26, 2009
Messages
17
Before you go any further with this map, I'd like to point out something. I don't know if you already knew this but I hope that you didn't for the sake of all that is good. Bestiality is, to put it bluntly, animal sex. Involving humans and animals. You might want to change that. But I still think this is a good map like I said earlier, and good updates.
 
Level 10
Joined
Oct 16, 2008
Messages
512
Is that so :eek:? Damn i will ask native english people before i start using words i'm not sure of then. Thanks for poiting that out.
I'm gonna fix this asap, aswell as making a couple newcomer-friendly changes too, based on the game i just hosted.
 
Level 3
Joined
Jun 27, 2009
Messages
42
hmmm! i have a suggestion, maybe u should make a subtech of science, "improve human gene", increase the stats(+attack, +regeneration, +move speed, +attack speed, +hp, +mana) of all units ?
 
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Level 10
Joined
Oct 16, 2008
Messages
512
I have things similar to this already planned, yea :)
Anyways, keep the suggestions coming! but the best place to leave them is still my forum, since you can make a new thread for each idea and debate it there (cleaner, more organized etc...).
Just saying, because i don't want the map's topic here being filled more by pure suggestions such as this one, than with criticism, pros and cons, this kind of reviews.

New version coming very soon btw, with many improvements towards making the game easier to understand, with tips, hints, some things made more obvious, etc.
 
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