Maybe it's just me, but it feels as though the attacks in Chapter 4 are a bit too often and a good 2 out of 3 times all the orcs attack all sides of the base simultaneously. Was this by intention?
Maybe it's just me, but it feels as though the attacks in Chapter 4 are a bit too often and a good 2 out of 3 times all the orcs attack all sides of the base simultaneously. Was this by intention?
Ah, yes. I only mentioned this because I only played 10 minutes or so as I was on a strict time. I was trying to explore the map during the first few minutes and that may be my mistake, because I was leaving the town alone with no units (and a few peasants constructing a good amount of towers) and sooner or later I was getting pestered by the orcs.
Alright, I think leaving a good chunk of my army behind at town while one hero (maybe even two) goes exploring should be a good idea.
I've already seen that modell before, but theres some problems with them
Updated 2018.08.06 14:33.
Updated 2018.08.06 20:47.
From the next mission:
The next mission will be a sneak attack mission, there's a huge map, where villages full of orcs, bushes where kel, alonsus can hide, baron Rivendare moves from the other side of the region (not a controllable team).
Need to find levers, items to move to the other villages, crossing rivers, gates and traps that can be activated to kill some patrolling guards.
Edit: At night.
I'd recommend using the default Kel'Thuzad's voice lines or something generic, like Druid of the Talon's lines. This one is hard to listen to, so anything is preferable to be honest.I searching for a well-fitting voice for Kel'Thuzad for a long time, I not been able to find better than this, bit if that troubles you, please, help me find it.
My point still stands. Unless you prefer it this way.The elementals have their original 1.27 movement speed, except the rock elemental.
It's kinda misleading tbh. You'd expect he'd make a good use of that mana pool, but mana doesn't regenerate quickly enough to matter. This is not a big deal in my book.Not enough? ; ]
What I meant by this is that if you cast this spell at max range, for example 600, the spell effect won't reach it because it travel distance is 500. It's kinda awkward to use the spell when it can't reach its target at max range. At least set the cast range to the equal value as travel distance.Maybe the tooltip is misleading. But it has a shorter distance than a normal shockwave
Those are all brief moments that are not handled well imo. You didn't really account for people not knowing the story in advance. You tackle concepts foreign to the player without properly explaining them. Feels like you go by them for the sake of mentioning them. I had no idea about the Ashbringer to be honest.Whats are you talking about? There's is a lot of Story/Lore element in it such As the meeting with the council, the creating of the ashbringer [void crystal], the "first" destruction of Dalaran and the attacks at Lordaeron.
Check the triggers. The moment when you skip the cutscene is important. Could be that you just missed the skip part between some transmissions.When you skip the ending cutscene the mission doesn't end but instead the camera goes to the starting zone and you get the first quest notification
Well, the voice lines and the complaining, like when he left the village after Andromath (I think is his name) asked him for help. I don't mind that he doesn't like it, I just think the lines could've been written better.Heh? Why is he annoying? Because her voice Lines? The only thing that is right in this quote is that the upper-right half of the map has few interesting incidence
I need more clarification on this, not sure what you mean.Do you paying attention to the first map? Well I Will not Tell you until you not View it again. If you curious, that conversation is come from the Old Hillsbrad Foothills dungeon from World of Warcraft
I applaud you, they are like 2-3 seconds long. Try reading them out loud, or maybe it's because you wrote them so they are quick for you to read.- Pretty much all transmissions are way too short. I don't have a clue what the story is here.
- ( I don't know, I' from a different county and still I can read it ) -
I don't know. Maybe have it so it's a larger regen but over long time. Whatever suits you.10 points /per second would be good enough?
No worries. There are good Jass tutorials here on hive. It would probably take you like less than a day to learn it for simple campaign AI. If you manage to learn how to make AI, I'd suggest making it into a build and destroy map, without timer. (meaning classic RTS format)I'm not quite experienced in the AI's, but I Will do ny Best to make them a little bit hardver
I'd recommend using the default Kel'Thuzad's voice lines or something generic, like Druid of the Talon's lines. This one is hard to listen to, so anything is preferable to be honest.
My point still stands. Unless you prefer it this way.
It's kinda misleading tbh. You'd expect he'd make a good use of that mana pool, but mana doesn't regenerate quickly enough to matter. This is not a big deal in my book.
What I meant by this is that if you cast this spell at max range, for example 600, the spell effect won't reach it because it travel distance is 500. It's kinda awkward to use the spell when it can't reach its target at max range. At least set the cast range to the equal value as travel distance.
Those are all brief moments that are not handled well imo. You didn't really account for people not knowing the story in advance. You tackle concepts foreign to the player without properly explaining them. Feels like you go by them for the sake of mentioning them. I had no idea about the Ashbringer to be honest.
Check the triggers. The moment when you skip the cutscene is important. Could be that you just missed the skip part between some transmissions.
Well, the voice lines and the complaining, like when he left the village after Andromath (I think is his name) asked him for help. I don't mind that he doesn't like it, I just think the lines could've been written better.
Thing is, warcraft 3 an rts, it has micro and macro. If you remove one of them without adding any unique mechanics, you damaged the formula and the gameplay will not be interesting or engaging.
I need more clarification on this, not sure what you mean.
I applaud you, they are like 2-3 seconds long. Try reading them out loud, or maybe it's because you wrote them so they are quick for you to read.
I don't know. Maybe have it so it's a larger regen but over long time. Whatever suits you.
No worries. There are good Jass tutorials here on hive. It would probably take you like less than a day to learn it for simple campaign AI. If you manage to learn how to make AI, I'd suggest making it into a build and destroy map, without timer. (meaning classic RTS format)
Returning to the thing.walloftext.exe
- The things said at the defiled fountain don't really make sense in the context. What powers is Kel'Thuzad playing with? We know next to nothing about him. And things he says in the conversation with that guy. What crystal is he talking about? How did he asume he was talking about necromancy just by looking at a dead from? You can't expect people to know unless you tell them.
I played them but I never read that short story about Kel'Thuzad and you should always assume your players don't know some of these concepts like that thing used to make ashbringer or something. And that bit with the frog was also strange. You don't have to add puzzles just for the sake of it. Rather make sure your game has consistent gameplay and be weary of introducing new gameplay concepts abruptly and have player use what he learned up until that point to solve the problem (pass the challenge).Returning to the thing.
Did you ever play with the warcraft 3 campaigns?
I think someone who starts playing with a custom campaing will play the original game's campaigns first.
Kel'Thuzad becomes a necromancer as you see him in Andorhal. "by the living, of course" - "are you responsible for this plague, necromancer"
Thank you!Alleria and Turalyon disappears at the end of the Second War, which is around the time where Ner'zhul became the Lich King. Not sure which happened first but both happened before Kel'Thuzad became a necromancer.
I've played through the first map.
1) Terrain is really, really nice. Good job. ()
2) Writing needs a little help. First of all, I'd recommend adding more hints about Kel'thuzad being displeased with how Kirin'Tor treat him or how he wants more power or anything else that would foreshadow his future. Some more character & world building would also be nice. Secondly, the grammar... Overall it isn't bad per se, but there are quite a lot of mistakes. One in particular made me laugh:
SLUG GOLEM
Slugs are a group of animals, for instance this little fellow:
![]()
I don't see what it has to do with Stone Golems, so I believe that what you meant was SLAG(Yeah, I mean
, please If you find any grammar problems, write me please, so that I can fix it.)
3) Gameplay wise, it was a fairly standard micro map, so not much to say here. I was satisfied with the general pacing, enemy diversity, variety of activities and events (i.e. that there were some side quest, places to explore, triggered events, etc. and not just "go from point A to B), item game, etc. ()
I've had a bit of an issue with destroying the rocks, because the chest model looked more like a decoration than a destructible doodad and even though I've tried clicking on it, for some reason it didn't work the first time, so I got kinda confused. Perhaps just add a line there for people like me who love to derp out saying something like this "Oh, a chest, perhaps the bandits have stashed something useful inside", but that's a very, very minor thing.
( Hm, okay)
One tip that I have is... Most of enemies are just standing around doing nothing in the middle of the road. I know this is a common practice and I don't really mind, but I think it would be more fun if you tried to come up with some logical activities for units - like, for example, instead of having 3 Ogres stand in the middle of the road waiting, put them a little more to the side of the road around a caldron or a fireplace with a human corpse. Or have some enemy units that are patrolling, or chasing a villager, or having a small skirmish with a local guard, or checking out a broken cart, whatever. It helps with the immersion and world building. (Updated: 2 Ogres at fireplace, 1 of them patrolling on the road)
And finally, one thing I didn't like - mana management & balance. Summoning an Elemental gives you way more for each mana point spent than using any other ability and since you have little mana as a low level hero, most of the time I was just saving mana to always have an Elemental up, instead of using other abilities. ( I plan to make the life of the elementals (I mean, the life after they dissapears) a little bit longer)
Also, the abilities themselves cost a lot of mana compared to what you have (and personally, I think that outside of the Elementals, the are pretty overpriced for what they do), your hero has a little amount of mana and there's not enough ways to regain it. ( 240 sec would be enough for the elementals lifetime? )
What this results in is gameplay where a lot of the times you see your hero slowly killing enemies with auto attacks, which isn't really that fun. I'd suggest adding some more mana recuperation (mana pots, mana runes, etc.) to the map so that you are able to use more of your abilities. You can buff the enemies as well to compensate. ( In development)
I have a feeling that this project could be a great campaign. However, there are criticisms which I have. These are my opinions.I have a feeling that this project could be a great campaign. However, there are criticisms which I have. These are my opinions.
Chapter 2.
1.The story about the crystal is revealed later when the undead attack, when Arthas attacks. Proof from Wowpedia:
During the siege of Blackrock Spire in the Second War, Highlord Alexandros Mograine took a mysterious, dark crystal from a dead orc warlock. The crystal was the "living embodiment of shadow" and it came from Draenor. Upon touching it, Mograine's hand became tainted and could not be healed. Mograine kept the crystal a secret for years until just before the Scourge invasion of Lordaeron. He then revealed it to the other leaders of the Silver Hand, suggesting that they try to find the crystal's antithesis — a manifestation of the Holy Light itself — that could be used against the undead in the impending invasion. Mograine's peers were appalled at the sight of the dark crystal and tried to destroy it with holy spells.
2. The fountain is very...odd. I didn't understand it, however I have explanations about what you are trying to present. Is it the call of the Lich King to Kel'thuzad or something else?
3. I like how you present the talk between Kel'thuzad and Helcular, that is a great detail, however I feel like you should have put their discussion to a secret place, due to the fact the place is full of citizens and that would make it weird.
Chapter 3.
1. The problem here has been told, but I'll say it again. You made Dalaran look like it's been destroyed completely by the orcs. I think you should change it.
That's the only stuff I have criticisms about. If you want, change it. If you don't want to, I respect your decision.
General:
- The way Kel'Thuzad complained about not being respected made him sound like a spoiled brat. I really hope the dialogue is not from an actual lore book or something like that. - ( I plan to remove that ) -
- The things said at the defiled fountain don't really make sense in the context. What powers is Kel'Thuzad playing with? We know next to nothing about him. And things he says in the conversation with that guy. What crystal is he talking about? How did he asume he was talking about necromancy just by looking at a dead from? You can't expect people to know unless you tell them.
- (Do you paying attention to the first map? Well I Will not Tell you until you not View it again. If you curious, that conversation is come from the Old Hillsbrad Foothills dungeon from World of Warcraft) -
@LISBOAH
Alleria Windrunner dissapeared with Turalyon after Kel become a necromancer or before he does?
Alleria and Turalyon disappears at the end of the Second War, which is around the time where Ner'zhul became the Lich King. Not sure which happened first but both happened before Kel'Thuzad became a necromancer.
Hi. Sorry for not being posting.
I, for one, like his complaint. It makes his future action of leaving Dalaran more relatable since he is a pariah already by this point.
I like to think this regarding the fountain. He smelled some kind of poison, made by the orcs, that affected his mind. Those words he heard are a manifestation of his inner conflict: darkest desires and thoughts vs his conscience and morality.
According to the lore, by the time of the Second War, Kel'Thuzad had both black hair and beard.
Actually no. Alleria and Turalyon dissapear during the invasion of Draenor, which occured two years after the Second War. Ner'zhul becomes shortly after the Lich King, after enduring torture at the hands of Kil'jaeden.
Sorry, the school is started. So I don't have enough time to make the chapter, after I have enough time, I will try to continue the campaign. I will post something here when I will have enough time...How is the next chapter going?
Seems good for me too.What do you guys think if I replace the scrub model with this: GrassAnimated
I'm really busy in these days, lots of exams.. I hope you'll understand.How is the next mission going? Just asking.