Rui's review on "RuneForce" (0.8.3c), a map by M0RT
If you think you're just about to download a "Spellcraft", you are wrong. "RuneForce" is not a game with predefined spells, but simply the basic effects of damaging and healing and the possibility of manipulating them to either affect a huge area of effect or put your enemies to run with a damage ward following them.You are in the possession of five runes as abilities: the Life Rune, the Fire Run, the Move Rune, the Vision Rune, and the Target Rune. You can make various combinations of two runes to create a set that generates an effect (that you can activate by pressing G and left-clicking a location on the field). The map has a board that not only displays the teams and their members but the runes you have activated, which is quite helpful.For example, you can combine two Fire Runes to place a ward on the ground that will create a small fire, damaging everything in its short area of effect. Even though you can have multiple combinations (with a limit, defined by a hero attribute), this first main set is the spell's effect. All others are called «secondary effects», because they do no more no less than enhancing your spell.Another example: if I start my set with a combination of two Fire Runes and complement it with two Target Runes, the fire I just spawned will only damage enemies.Explaining what each rune does and its subsequent effects would take me forever, and I have already written a piece of text that is quite long. All the information regarding runes' main and secondary effects can be easily checked reading the descriptions, which are written in a way that is easy for the player to check.
What I wrote up there is confusing, because you cannot simply imagine something like this. But believe me that without these tips, it will take you a while to understand it. I tested this map with four people and after an hour or so of gameplay, I was the only one who had the system figured out. The quests (help guides) do not do a very good job helping you.Not surprisingly, this poses a huge threat to the game's fun factor. I could imagine this game being fun if played with full house, but the majority of the people just don't bother learning or even trying to. On my second session with this map (with three people, including myself), it couldn't have been more boring. This will result in "RuneForce" becoming boring rather quick.
At this point, it probably feels ridiculous to go back to the start, but with all this conversation regarding the gameplay, we got a little lost in the sequence of things.The loading screen simply states that the latest version is acquirable here at The Hive. As soon as the game starts, you are then taken to a hero selection system, using arrow keys, before beginning the actual game.I have critiques for these as well. The loading screen could give a few hints about the gameplay. Right now you need to combine two fire runes (and thus burn yourself) in order to have them. As for the hero selection system, why is it so formal if all the heroes are the same? I'd question the existence of so many heroes to start with, considering they differ in nothing except the model. While it serves a diversification in visual terms, it also gives an unclean idea of the Object Data. Look "Warlock", for example: a great map where all the sorcerers share the same model.There is yet another thing that bugs me about the heroes. I have to disapprove of heroes being able to use so many sets right from the start. I believe leveling should be easier and more valuable on this particular point, so that the game starts slow and becomes a major battle late game.
In a default mode, all four teams have a different goal to achieve. The Restorers need to restore the blighted trees by casting healing spells or mana draining ones, the Battlemage Guild's aim is to kill other players, the Cult needs to strengthen the creeps, while the Treasure Hunters's goal is to kill hostile units.The first team can be countered by giving mana to the trees, which blights them again. The third is probably by killing creeps... but I don't see an (apparent) way of denying the others.
Time to criticize the terrain. All of it is blighted. Did it need to be that ugly? I'm sure the trees could have been corrupted without blighting the whole map.As for the shops, two of them sell Healing/Mana potions and they're standing right beside one another. These shops could have different locations all over the map. With fair locations, of course.
As a BETA, bugs were expected. I found various: there is an item supposed to add 30 HP to the hero that actually adds 300; the Target Rune for living beings also affects Ghosts, who are usually considered dead, and heroes of players who have left don't disappear, allowing people to use them to level up to the maximum. Killing a lvl15 hero also turns you lvl15. The Runes' movement doesn't learn towards a single target; sometimes it'll bug and go on a dilemma on which target to go after. Additionally, the siphoning was quite weird, but I did not delve deep into that so I won't comment.On the second game, the Cult also got stuck at a certain percentage, unable to go any further. Overall, their objective was quite difficult to achieve, since players naturally kill creeps and strengthening them makes them so strong they'll have you killed in a few seconds.
This map is quite original, I had never seen its kind. With enough people who take the time to learn, it'll no doubt be an interesting match.My rating is 3/5 (Acceptable). I'd rate higher, but the bugs need to be fixed and the map needs to be polished on certain aspects (all of them mentioned in this review, of course). I cast my vote for Approval.I played this map with Billy the Cat, Nichita and Ungerbla on a first session, and with Dr Super Good and mare on a second session.
EDIT: I have removed the Arena and Offense types to replace them with Hero Arena and Miscellaneous/Other.