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Shattered Souls RPG v0.75

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The max level on this map is 10 and its very easy to get there. However the most important thing in this game isnt your level its the gear of your hero. So gather up a team and kill the bosses to get the best gear.

Check out the forum at:
www.soulrpg.heavenforum.com

Credits
General Frank and alfredx_sotn for models
Diehard@Azeroth for weapon class system and drop system
Neostorm for save/load trigger
Tenebis and Mc ! for icons

Special Thanks
Pizza1295
Clan RPDF@useast for beta testing

UPDATES:
0.75
-Mage now has 2 skill paths
-changed the name of the feed the goods spell too Mana Combust

0.73
-added new boss
-Archer-
*Shadow shots mana cost lowered
*Weapon breakers mana cost lowered
*Rapid shots mana cost lowered
*Frozen arrow rains mana cost lowered
-Summoner-
*now has 2 skill paths to go
*Frostball now does less damage
*Aura of Pain now gives less damage bonus
-Mage-
*Fireball is now instant cast
-Crusader-
*added a spell to divinity
*cooldown on regen has been reduced

0.68
-Archer now have 2 skill paths (working on adding a third maybe)
-fixed the crusader skills

v0.67
-Some skill changes for warrior and crusader
-Made some changes to the item colour system
-fixed a few misspellings (there might be a few more)

v0.65
-shadow now has 2 skill paths (non of em is 100% complete)
-illidan and lich king is no more (changed models and names)
-a few item names changes

v0.64
-fixed model on gatekeeper
-fixed item text bug

v0.63
-Crusader now has 2 skill paths

v0.62
-accidently closed the road to the last boss so far so its now reopened

v0.61
-Knights now have 2 skills paths to take
-Gatekeepers stop attack has been nerfed
-Gatekeeper is now easier to keep aggro on (with knight)

v.060
-added a new boss

v0.59
-fixed a bug with Drain mana

v0.52
-Drain mana and feed the goods now gets bonus "dmg" from spell damage

v0.51
-fixed broken priest spells
-fixed some text issues

v0.50
-modefied sklls (priest can now choose either Teachings of Light or Teachings of the Shadow)
-some bosses are harder now
-bosses now run faster
-Temporarally removed slow from skeleton pendant
-added description for spell damage

v0.46
-you can no longer trade wood or money
-fixed a bug with mask of hell

v0.40
-Fixed a bug with with Naga Royal Guard
-Increased the range of the teleport skill on horses

Keywords:
Shattered Souls, shattered, souls, rpg, orpg
Contents

Shattered Souls RPG v0.75 (Map)

Reviews
04:30, 30th Jul 2010 ap0calypse: Rejected
Level 5
Joined
Aug 19, 2007
Messages
133
I like the general approach you are taking. You managed to add in some variety of classes and it seems to be heading in the right directions( the priest looks pretty good you may want to consider adding maybe a third path with abilities based on buffing).Another tank class and healing class would be good also to balance out all the dps. Also it wouldn't hurt to create scripted boss fights something as simple as say the first boss going over to the wall and punching it causing rocks to fall from the ceiling when he is at half health. Figured I'd give you some honest advice considering so far I'm the only one commenting.
 
Level 3
Joined
Sep 30, 2008
Messages
21
yeah and i thank you for that cuz advice is what i need^^ the thing about the bosses is a really good idea classes im already working on ideas for and a third path might come when ive done new skills for all the other classes
 
Level 5
Joined
May 1, 2008
Messages
134
I gotta say, that I havent tried this map yet. But i tried a guys ORPG, where you only could be lvl 10, and were supposed to get gear by killing bosses... Noone really liked that ORPG...
 
Level 6
Joined
Apr 12, 2009
Messages
156
I'm afraid that this map just didn't do it for me.

As a few commentators have mentioned before me, the terrain is far from desirable; few doodads to enhance the enviroment, nearly devoid of them altogether; bland textures to the MAXX! I will give you that the hero class structures and hero construction as a whole is going in a good direction, and the use of a drop system is commendable.

True, a max level cap of ten does make a hero far-easier to balance, but placing that low cap also threatens the game's length-to-fun integrity, at least in context of an Open RPG. What I mean is that if it's too easy to max your hero's inherent power in the game (excluding augmentations such as items), you risk a player's captive drive to continue playing, regardless if there are more bosses or unconquered feats.

As the maps stands now, it's in a state of perpetual disrepair; hero construction being one of its highest points, and terrain and environmental aesthetics as it's rock-bottom points. This map does not convince me that it is an Open RPG.

2/5
 
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