RogueLight

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THIS MAP IS INTENDED TO BE USED WITH REFORGED GRAPHICS.
As a fan of Warcraft III, I hate the Reforged graphics in the context of replacing the traditional ones, as they have a completely different art-style and are totally inconsistent with Warcraft's vibe. However, I think that a lot of them are, outside of the context of being Warcraft models, pretty good, and if I think about them as a totally different set of assets, they can be fun to use. With this in mind I have decided to make this map entirely with Reforged graphics, simply to create a platform that will allow me (and hopefully others) to enjoy them and the hard work that went into them despite the atrocious mismanagement at Blizzard during the development of this product.

This is a very simple roguelike I made for my own entertainment. The point is to control a single random hero and a small squad of semi-randomized units in a series of creep-camp fights through a dungeon. The game escalates difficulty to a pretty high point, right now I'm focusing on gameplay past that point and buffering the random options.

I hope you enjoy and please give any feedback.

Upload 2; Oct 10, 2021:
- Fixed an issue with triggers
- Removed low level flying creeps

Upload 3; Oct 10, 2021:
- Added some new random units to both the mercenary camp and caster building
- Changed the caster building art and theme to keep with the neutral theme
- Added some new upgrade buildings for caster and racial upgrades
- Changed the Druid of the Talon's stormcrow form to a moonkin to avoid flying conflicts
- Changed a number of ranged units from Tier 1 to Tier 2; all Tier 1 units are now melee as was intended before the flying unit conflict (fixed)
- Changed the art and name of the Arcane Vault to a fruit stand to keep with a neutral theme

Upload 4; Oct 10, 2021:
- I forgot a crucial aspect of how I organized units and hotfixed the new units not showing up at all when researched

Upload 5; Feb 27, 2022:
It's been awhile but after some changes in my life, I have decided to do some more work on this interesting little project.
- Fixed a small tooltip bug with the Town Hall upgrade path
- Added a low-cost Orb item to the Fruit Stand that has no effect other than giving the hero a ranged attack
- Removed the Tier 3 Casters and shuffled them into the Tier 2 Caster line to eliminate bloat
- Added a Reroll system to give the player more control over their army composition
- More to come!
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RogueLight (Map)

Reviews
The concept is interesting but needs improvements! The starting area could use some more work (regarding environment and placing of the buildings). Whenever you approach a spawn, there is a lagspike for a brief moment. The gameplay feels a bit boring...
Level 3
Joined
Mar 10, 2021
Messages
12
Strange that nobody has commented yet!
Good map, not specific genre, but currently, IMO, it lacks some... Pearl in it.
That moment when you can build only ground-attacking units firstly, but air enemies spawning although :(
I had noticed that was a major issue right after I uploaded. I have removed several low-level flying units from the creep list. Thank you for the feedback!
 
Level 2
Joined
Mar 6, 2015
Messages
9
Hi, I like the simplicity of the map. It is definitely fun to play. I think the air unit thing is still an issue. One way to cope with that is maybe giving a random orb at the beginning of the game. Also, have you thought about 2 or 3 hero versions of the same map? This way maybe you can ensure one of the heroes is always ranged or something like that.

I have a few questions that some of the answers might be helpful to for people who will play the map in future.
1- Do the riftlike buildings spawn units indefinitely or do they have a "food" limit? If there is a limit then the player can know if they are not doing well they should run away without big losses and engage later.
2- About the random units player will be assigned, will they always have uniquely different weapon and armor upgrades? For example, can you have a militia and a knight as units?
3- Can you change upgrade times?
4- Because of upgrades, I feel like the game is pushing me to play with few types of units only out of 2+3+3 units. Is it possible to make upgrades cost nothing or get cheaper (as more rooms are opened, town hall is upgraded, other unit type upgrades has been finished fully).
 
Level 3
Joined
Mar 10, 2021
Messages
12
Hi, I like the simplicity of the map. It is definitely fun to play. I think the air unit thing is still an issue. One way to cope with that is maybe giving a random orb at the beginning of the game. Also, have you thought about 2 or 3 hero versions of the same map? This way maybe you can ensure one of the heroes is always ranged or something like that.

I have a few questions that some of the answers might be helpful to for people who will play the map in future.
1- Do the riftlike buildings spawn units indefinitely or do they have a "food" limit? If there is a limit then the player can know if they are not doing well they should run away without big losses and engage later.
2- About the random units player will be assigned, will they always have uniquely different weapon and armor upgrades? For example, can you have a militia and a knight as units?
3- Can you change upgrade times?
4- Because of upgrades, I feel like the game is pushing me to play with few types of units only out of 2+3+3 units. Is it possible to make upgrades cost nothing or get cheaper (as more rooms are opened, town hall is upgraded, other unit type upgrades has been finished fully).
Hi Tuonela! Thank you for taking the time to give me your thoughts on this badboy! I have not been making maps for a couple of months now, and I had just been toying with the idea of coming back when I got this notification.

1- The rifts spawn up to a maximum, which is much higher than the initial spawn. I agree that a system should be implemented to show the player how they are doing, or the spawning system should be overhauled dramatically. I am currently deciding how I want to do that!
2- The units are organized into "tiers" of unit, which can have overlapping upgrades. A Tauren and a Grunt, for example, are a tier-1 and tier-3 unit each, respectively. The intention was that the player would invest into the upgrades for whichever units they randomly got, which is why all of the upgrades are available, however I feel that the system is a little clunky and am currently brainstorming some ideas as to how I might smooth it out.
3- The upgrades are pretty clunky in their current state and I intend to change how they work fundamentally.
4- Yes, this is exactly the reason I feel the upgrade system is so clunky. The intention is to force the player to make choices about where they spend their resources, but there is a difference between asking the player to make a choice, and simply bothering the player with clunky mechanics. I have a few good concepts I'm going to experiment with.

I'm not exactly sure how I am going to proceed, but the current state of the map is not satisfactory to myself, and I am going over the basics to see what I want to do about it. It's...very nice to see so many people downloading the map and some even bothering to give such detailed feedback.
 
Level 2
Joined
Mar 6, 2015
Messages
9
@ArcadeKid Thanks for the response. The main thing is that the concept of this map is quite good so it can be even better. Seriously if you can add a mod I would encourage you to think about 2 hero-mod and maybe cranking up the xp of the heroes a little bit.

I don't if this is possible but maybe create an umbrella of upgrades for each tiers (1-2-3) of town halls.
a- Attack upgrades b- Defense upgrades c-magical unit upgrades d-special ability upgrades
 
Level 3
Joined
Mar 10, 2021
Messages
12
@ArcadeKid Thanks for the response. The main thing is that the concept of this map is quite good so it can be even better. Seriously if you can add a mod I would encourage you to think about 2 hero-mod and maybe cranking up the xp of the heroes a little bit.

I don't if this is possible but maybe create an umbrella of upgrades for each tiers (1-2-3) of town halls.
a- Attack upgrades b- Defense upgrades c-magical unit upgrades d-special ability upgrades
Two Heroes: I have thought about this quite a bit, and I think I'd like to make a different map that focuses entirely on a small group of heroes as a kind of sister map to this one.

Hero EXP: Yeah, I've been noticing it's still a bit slow, and I intend to fix that in the future. The primary challenge is finding a system that doesn't bring the heroes to max level too quickly, and I think that's just going to involve adding levels to their abilities, which takes some work but isn't difficult.

Umbrella Upgrades: This is possible, and I have very much considered it, the primary issue is balancing that with the RogueLike, wide-ranging nature of the map, and I have yet to figure out an approachable, clear system to do that without removing the uniqueness of the units. It's on my mind and something to come, though.
 

Deleted member 247165

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Deleted member 247165

The concept is interesting but needs improvements! The starting area could use some more work (regarding environment and placing of the buildings). Whenever you approach a spawn, there is a lagspike for a brief moment. The gameplay feels a bit boring, the main focus is to destroy the spawn and the monsters around it, get the key then unlock other chamber and so on.
I think you should add more objectives to it. Thought of marking it as simple but it has potential.

Approved!
 
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