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Somewhere Across Nowhere

Submitted by deepstrasz
This bundle is marked as approved. It works and satisfies the submission rules.
S o m e w h e r e A c r o s s N o w h e r e
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D E T A I L S

Description



The player has to pass Illidan through a series of trials in this multi-genre map (maze, puzzle, traps, fights, running and whatnot).
(I like to call it an action-puzzle game. Players have to think fast, employ their clicking reflexes, interact with units, items, doodads and terrain, be attentive to any kinds of details like colours, text, glitters and more.)

My inspiration for this creation, apart from the many Warcraft III maps & campaigns the Hive community has to offer, are also: Tomb Raider (heavily), God of War, Prince of Persia, Legacy of Kain series as well as Pyjamarama and the Legend of Kyrandia series. Of course, the so many Nintendo games must not be forgotten.


Difficulty options (are chosen after the map loads)


It is recommended to play on the first difficulty to get the hang of the game.

Easy - No defeat condition. Illidan will be revived in certain points and some previously accomplished parts will not have to be redone. Hints are more detailed. Saving and loading also works. Hints appear after a short time when the player wanders in the same place.

Normal - Dying ends the game in defeat. Saving and loading is required to progress. Writing -hint in the chat gives information about the current puzzle in some places. This also works on Easy.


Credits


Blizzard Entertainment for making Warcraft III and its editor
The Hive Workshop for keeping the map in its database


Programs & Tutorials
BB code: BB Codes | HIVE
Aesthetics' loading screen tutorial:Simple Loading Screen
Vexorian's Optimizer: Default Wc3mapoptimizer 5.0
Ladik's MPQ Editor: Ladik's MPQ Editor 32bit
Shadow Daemon's BLP Lab: BLP Lab v0.5.0




Screenshots



I

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II
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III
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IV
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V
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Other Notes



Use "whosyourdaddy" at your own risk because it can ruin the level's progression (some triggers just kill Illidan instantly, some enemy units must not die etc.); "iseedeadpeople" might create some problems. Save the game from time to time if you desire to cheat.

Just to avoid scandalous questions: the music was composed by deepstrasz; the item icons and the troll skin were edited by the map's creator using Warcraft III original material. The loading screen image was taken from the Warcraft III manual.


Soundtrack




Walkthrough


Starting Room (with Arthas, coins & troll):
Here, Illidan has to look for gold coins, spot them and keep his distance from Arthas. There is quite plenty of room to move but that doesn't mean coins can be taken in one trip towards their destination. The room has to be trod from east to west multiple times in order to keep the distance from Arthas and be able to get the coins without him cutting Illidan's escape. There are many walls in that room which Arthas will have to circumvent in order to reach his target and they also block Illidan's vision.
Once the coins are gathered, the Potion of Levitation must be bought from the troll and used in the western part of the room where the level begins (glinting place). Always keep an eye for glittering things as they are the highlighted pathway. Make Illidan use the potion there, near the runes/sparkles.​

Levitation Room (frost & spike traps):
Illidan has only 20 seconds to get to a safe point before the timer expires (that might catch him falling into a trap or back to Arthas where he will have to gather coins again or be killed by the nemesis). Be careful, the traps deal quite the damage, some even slow down the character's movement. Watch the timing of the traps.​

Room of Doors (Arthas speeding up & levers plus rocks):
The player will be advised to make multiple save files and save often (on normal). Illidan should follow the troll's path (to the east/right) and hurry as to not be attacked by the chasing Arthas. In this room, doors must be opened and closed using the levers that have to be quickly spotted and hit. When reaching the four levers and the frost traps, think of a pattern to not waste time hitting the levers (the order doesn't matter; for instance: first the northern [left/west], then southern [left/west], southern right and northern right). Also, be sure to take the Ice Boulder that's in the middle of the frost traps fire zone and use it on Arthas to stun him. Then, quickly make way to the switch and step on it. While Arthas will be busy taking the doors down, Illidan will have to find a way to open the other doors around him.
There are rock chunks that are hiding coloured stones (items). These need to be placed on their respective coloured switch. Once all rocks are on their respective switches, the doors will open. Head north towards the lowering gate, where the pink fire braziers are (they highlight the path).​

Left/west Tunnels (Illidan shrinked, rotating glaives, death circles, Yeti, fire traps & penguin):
Head a bit north, watch out for the movement of the glaives, then head west. There are more glaive corridors to pass through. Once the circles are reached make sure Illidan only gets on them while they are yellow. Don't mind the Yeti, get farther west, watch out for the two glaives that have their speed reduced once in some seconds (you might want to pass then). Reach the portal and take the penguin into the inventory. Then watch out for the other two horizontally rotating glaives. Go left/west, step on the switch to activate the fire traps near the Yeti and return there.
Put the frozen penguin on one of the black runes where the fire activates and let it thaw. Watch out, don't let the fire burn the penguin afterwards because Illidan'll have to get a frozen one from the portal again. The Yeti will come to hit the penguin after its ice melts. Don't let it do that. Instead trick the Yeti to come to the penguin to catch fire (careful with the fire pattern). Don't get inside the fire zones with the thawed penguin inside the inventory as the Yeti will attack Illidan. The creature will have to catch fire a number of times before it'll die. Once dead, take the key it leaves behind and go (with the penguin too) east and then north to the door (watch out for the glaive & circles movement pattern).​

Mid Tunnels (fire, scarabs, traps from behind & switches):
If Illidan steps into the fire to his left, he dies. To the right/east of that fire, there's a scarab. Follow it quickly and then get to safety between two walls as another scarab will come from behind. The scarabs will clash and explode. Next head east to the switch and then quickly, without stopping, to the next switch on the right. If there is any reason to get back east, be sure to remember the trap direction pattern is activated by the currently lowered switch.​

Eastern Tunnels (glaives, death circles, many other traps, runes, "lasers", giant, statue etc.):
Here, there are death circles and glaives on the same path. Be sure to see the wall carvings to get there to safety. Wait for the glaive's being out of the way and the yellow circle's appearance to synchronize and head to the middle of the cross shaped hub. There the glaives will just go around Illidan when passing but not kill him.
Next, head west, watch the glaive and circle patterns and then go south to the frost traps. Don't hurry as visibility is low until walking up the ramp. Put the penguin into the fire zone of a trap to freeze it and then take it. Go north and then to the right in the room where black wisps are. Carefully go through the zone delimited by them (don't touch them as they kill Illidan) and press the switch while having the frozen penguin on. Quickly get back to the red shield (Big Bad Voodoo) effect to avoid certain death that comes in some good seconds.
Don't hurry out the red shield as there are traps on the corridor that force the player to go in one direction. Watch their pattern and go north after them.
After following through the square edged spiral, get past the circles and wait a moment to watch the pattern of the next appearing and disappearing glittering traps. There's also a lever there. That's to reverse the black traps Illidan followed previously and the nearby circles mechanism. There's a space in the left/eastern wall. Illidan needs to get there and from there south to the switch to press it (again with the frozen penguin in his inventory).
Once the switch is pressed, return to the room where the wisps were. Take the Ignited Boots (that are in the fire; wait for it to extinguish) with the frozen penguin on. Then head south to the frozen traps and cool the boots by placing them in one of the zones of the frost traps. Be careful not to let the Cooled Boots freeze afterwards as they will need to be cooled again north, where the fire from which Illidan first took them is.
Head to the eastern part of this big region by passing through the central hub. Once there, go north where the four switches and the giant are. Be sure to quickly enter and let the giant follow Illidan to step on the switches in a sign of the cross manner (first one is the one in the north, second is the one in the south and the other two on the left and right are interchangeable). Quickly get out after all the switches are lowered and head south to the runes (now the barrier protecting the poles and runes is down).
Watch their glitters (the last move is the one in the center) and step on them in the corresponding order (as shown by the glints). Step on one, get off it and circle around to step on another and so on. The rune animations are only there to help show the pattern, they are not to be synchronized with Illidan's stepping on them. After the pattern has been correctly followed, Illidan will be in the middle surrounded by lasers. Be careful how one of the Laser Poles is taken in the inventory to not be burned by one of the beams. Then, the poles must be put in a pattern on the circular tiles, the first of which is the one the glaives are circling. The second is the one just south of the entrance to the giant's chambers. Make sure the lasers are connected to the generator.
After this, the magic barrier on the gate south of the corridor hub will disappear. Get back west to the frozen traps (the glaives and circles are not active anymore). Get south past the traps. Place the frozen penguin on the switch and wait for the statue to charge. Wait for it to go and smash the gate. Take the penguin and go through the door.​

Water Basins (golems & Arthas chasing again):
Head south to the big circle to become normal again. Then, walk up the ramp and quickly take the big golem and put it on its corresponding spot that mirrors its current spot. Hastily, get the two smaller ones in the inventory and place them on their corresponding spots (memorize which of the two was first taken so you'll know where it should be placed). Next, cross the platform and again take the big golem and place it on its corresponding place. Next, the medium sized one and lastly the small one (be careful that here the spots are not exactly mirrored but slightly crosswise).​

Frost Mountains (Arthas, Maiev, Orb of Froustmourne, Ancient & Altar):

Run south towards the ice blockade. Wait for Arthas to come closer and watch as he is "killed" by Maiev who then blinks away. Take the orb that Maiev leaves on the snow and destroy the blockade. Next, Illidan will have to destroy a corrupted Ancient. Be sure not to get hit by its attacks and not to let treants clutter (they also restore a little of Illidan's life upon dying). Basically, it's dodge and hit. After the Ancient is destroyed, Illidan has to leave the orb in an Altar of Ancients to the west for the gates to open. Watch the cinematic scene or skip it. Get through the Way Gate.​

Portals Zone (stalker, circles, even more circles):
Now, here you'll have to keep a good eye on the green circles. Don't step on any blue circles or the pattern will reset. Try to be near the center of the pattern zone to make it easier to get to them in time. Also, mind the ghastly beast as it can make Illidan step on the wrong circle (use Hold Position when needed). There are two patterns. After completing them get back to the target spot of the Way Gate where the glittering runes are and get to the next zone.
Here, the circles have to be turned all into green so Illidan can be able to get back towards the teleportation site. Turning one of the circles to a different colour than green, the gate will raise and block the way out. There is not much time to think about it since the monster is on Illidan's tail. Either using a real paper to discover the pattern after seeing how many colour changes are from green to green or by following this: first go to the third circle (south), then through the first (north), then again through the third, then through the first, again step on the third and then on the second (middle); walk on the third, the first and lastly on the third and second. Done. Escape to the runes.
In this next zone, go south and look for the strange crystal. Then, watch the red circles patterns and step only on the black ones.​

Boulders Corridors (pillars & runic tiles):
With the crystal Illidan needs to get close to the pillars on the right and left of each corridor that will activate. Watch out for the boulders. They will change their path from horizontal to vertical after each of the two pairs of pillars are activated.​

Sunken Basin (water rising, runic tiles again):
Here, absolute care not to step on the wrong runic tiles or otherwise there will be no more time to complete the pattern. The War Stomp effect means wrong, the Thunder Clap effect means right. The rune pairs in the previous room (where the boulders were) help to decipher the puzzle. The rune on the southern ramp means that's how the first rune in the water looks while the one on the northern ramp shows the last rune in the water of the pattern.​

Antidote Room (damage per second to Illidan, seals, weed & tuskarr):
Meet the troll that's going to ask for something. Give him the crystal so that Illidan will get a potion. Use this potion so that the troll will disappear and quickly go east to find something to heal as the potion gives a sickness.
Head east through the seals then north and then west. Get the weed then head east and south down the ramp and then west to the next weed. Get back on the ramp and head east then south for the third weed. Then, head back, cross the bridge and a bit south to cross the parallel bridge. Go east, a bit south, get the weed and cross the bridge back. Head west and then south to cross a smaller bridge. Then, go east, cross the bridge to the east and head south and get down that doodad ramp to get the next weed. Turn back and head east but don't go south the ramp but a bit more east. Head south, take the weed and turn back to the ramp to take that weed as well. Quickly, go west, cross the bridge, don't go west on the ramp. Instead go south, on the bridge and then west until reaching the ramp to the water zone. Get there and head east to the ramp, walk up, then quickly west to the last weed.
Now, get east to the tuskarr. He will turn Illidan into a seal and leave through a portal. Once through, quickly get south to the ruins before the tuskarr hunters kill Illidan.​

Levitation Rooms (walk-fly circles, various traps, elementals, pheonixes, runes etc.):
Once the gate closes, Illidan will be restored. Watch out for the arrows. The red ones hit flying units while the green hit Illidan when walking. Go east to the runic tile and step on it. Then head to the western part of the room to step on the other one. Afterwards get into the circle just north of the runic tile to fly (watch out for the fire as it kills).
Now step on all runes that are up: one is in the left upper corner, one in the right upper corner and two are in the middle of the room). Afterwards, head south through the newly opened gate. Watch the pattern of the phoenixes as they deal damage to aerial units.
Head west to the room with the huge phoenix and step on all highland runes. Don't miss the lever south of the entrance into that room (hit it). Get back and step on the circle on the right/east to walk. Get into the eastern room where the banshees are. Watch their pattern and get south to hit the two levers and return to the elementals & pheonixes room. Then, head into the southern room. Careful with the green elemental patterns and head west and then north back into the room with the huge creatures. Step on the runes and get out of the room and through the opened gate to the west.​

Doppelganger Regions (demon Illidan, Gul'dan, traps, Kael, Kil'jaeden, Dragon Shield etc.):
Head south and be careful not to get too close to the red Illidan. Head east through the long corridor and then quickly south without stopping as Gul'dan will follow and kill Illidan if he touches him. In this part of the level, just be careful not to touch the red Illidan or let Gul'dan touch the real Illidan. Just have to memorize or have a quick eye to get through the cleared passages.
After reaching the end of the labyrinth, red Illidan will mirror the real I'dan's movements. Dodge the wisps and touch the green runes when they appear. The pattern of the wisps changes multiple times (be careful) every time after four runes are consumed. Also, dodge Kael's Flame Strike. When the frost traps appear, the runes (now red) will only have a healing effect on Illidan but will not damage the ganger. To hurt the doppelganger, Illidan will have to stand in one of those frost traps while the ganger does the same. After 10 hits, pursue the ganger.
Run away from him while Tharifas and the Phoenix are battling. After Tharifas dies, the Dragon Shield is dropped. Take that and use the ability it gives to reflect the demon's attacks (use the ability when the demon's projectile is about to hit Illidan). Meanwhile dodge Kael's Flame Strike and do not stay on the low ground when it turns blood red as Illidan will die. After the demon is defeated the ending scene starts.​


History



  • ~2010-2011: creation started and designed/desired to be a campaign level
  • ~2014-2016 (this last one, the most): continued working on it and uploaded on the 14th of July as a standalone map due to its different gameplay mechanics
  • 11/10/2016: updated with a new difficulty option that integrates a checkpoint system (also suggested by gusanomental)
  • 18/12/2016: added two models, fixed an issue with music, edited and supplemented some dialogues & updated to the latest patch
  • 27/12/2016: minor update based on tyci's advice
  • 30/12/2016: little update after Soul Reaver's remarks
  • 05/01/2017: more hints and a command for that on Normal; reduced the damage of black wisps
  • 15/01/2017: fixed an issue reported by PrinceYaser: here and added a dialogue line
  • 20/10/2017: post#53 mostly based on tyci and Soul Reaver's remarks
  • 14/03/2018: mandatory update post#54
  • 15/03/2018: minor update (post#56) based on old_edge5's comments
  • 21/03/2018: important update (post#59) after old_edge5's video report
  • 22/03/2018: minor update (post#63) on old_edge5's comments (1 & 2)
  • 23/03/2018: mini update (post#65+post#67) based on old_edge5's feedback (+post)
  • 24/03/2018: small update (post#69) partially on old_edge5's comments
  • 29/06/2018: minor change for an imported file
  • 26/02/2019: minor changes + released an unprotected version for learning purposes (post#78)
  • 29/03/2019: minor changes based on Abishkar's comments (post #85)
  • 29/03/2019: quality of life changes based on Imperator's feedback (post #86).


Possible Issues



  1. -if the map doesn't start/load via the game, try installing the newest patch version
  2. -the game might crash while the level loads/starts if the video options are not set to the highest quality (thanks to Rufus for the info!)
  3. -if loading a saved game results in a crash, try loading it again; if it still doesn't work restart the .exe/game and load the save file
  4. -if you cannot see the map in the game, try shortening the filename by renaming it


Changelog



  • -Rasofe reported some bugs that have been fixed
  • -reduced the speed of some glaives and highlighted the levers in the third room when Illidan gets somewhat near them
  • -added another difficulty (easy) with checkpoints system (thanks gusanomental for the suggestion); also reduced damage of glaives and tweaked the music a bit
  • -changed a model and added another one, fixed an issue with music that suddenly randomly stopped and started over, edited and supplemented some dialogues & updated map file version to the latest patch
  • -modified some hints for Easy mode, implemented high from above camera for the tunnels, edited the tooltip of some items for the better, reduced the Yeti's HP and hound's damage and added some transmissions (thanks tyci)
  • -fixed camera clipping for the intro; added more hints, transmissions and edited item tooltips (mostly for easy mode); minor end game dialogue edits; decreased the damage range of boulders; red regeneration torches in the tunnels revamped (thanks Soul Reaver for the many remarks)
  • -added a -hint chat command for Normal mode and reduced the damage of the wisps in the tunnels
  • -fixed an issue with respawning on easy difficulty (thanks PrinceYaser for reporting) and added one transmission
  • -edited some hints, reduced some damage of things, fixed an issue with the coins, increased water filling puzzle time
  • -released unprotected version for studying purposes
  • -minor update most importantly related to Illidan not fleeing anymore while attacked
  • -some quality of life changes especially in the first room
Contents

Somewhere Across Nowhere (Map)

Reviews
Kino
Is this a well designed, well polished map? yes. Is it an enjoyable map? personally yes, kinda. Individually, I enjoyed the different challenges the map offers. I also liked how as you transitioned from one segment to the next, the brief cutscene...
  1. stan0033

    stan0033

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    Wow, the map looks very cool! Good job.
     
  2. Rufus

    Rufus

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    I couldn't launch it from warcraft III, so I tried opening it in world editor. It crached, so I guess it is protected, but it should be launchable via wc3.
    If more people than me encounter this issue, you should find a fix for it. :)
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

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    Will you be more explicit please? I downloaded it and I can launch it via Warcraft III: The Frozen Throne. I even put it in different folders just to make sure.

    This is my game's version: 127.0.52240

    Can you see the forces and their players in the game before pressing the start button?
     
    Last edited: Jul 17, 2016
  4. Shadow Fury

    Shadow Fury

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    I managed to launch it from Warcraft III without problems.
    The game is freaking hardcore! Just from the very beginning, it's pretty hard. I think I'll take ages and lots of save/loads before getting to the end of this, but I do assert that the game shouldn't be so difficult from the very beginning as this can discourage some players to go on and keep trying.
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    Wow! Really? I thought it would be pretty fair. I mean, didn't even think it would be considered hardcore. Honestly, (my prism again), the starting part is one of the easiest. The enemy walks like a turtle and there's a lot of room to move :) Sometimes you have to be a little patient to understand what there needs to be done and go further. That means, you might have to give more than one try per puzzle/trap/chase/etc.
    Have you decided not to go further?

    I can give tips/hints (or should there be a walkthrough?) if it is really that hard how you say it is.
     
    Last edited: Jul 20, 2016
  6. Shadow Fury

    Shadow Fury

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    Hehe don't imagine I'll give up so soon!
    While I agree with the fact that the enemy is slow, the main problem is that I get stuck when I try to fetch some gold coins in restricted areas so Arthas kills me easily. There isn't a lot of room to move as you say. As the creator of the map, everything sounds easy to you (I recall creating similar maps during my youth; they were a piece of cake for me but not for others). It also took me some time (and iseedeadpeople XD) to figure out where I had to use Potion of Levitation. I think you should give a tip to the player to guide him to that point. After all, it's just the first puzzle! Go easy on players!

    Oh, a walkthrough is absolutely a brilliant idea! You should really try to make one.
     
  7. deepstrasz

    deepstrasz

    Map Reviewer

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    The trick is to spot the gold coins and keep the distance from Arthas. Leave him in the room where the troll is. You have to circle the two zones some good times before able to get the gold coins. You can't really get them all at once as Arthas will block your escape. There are two runes near the edge of the place where the potion must be used. I'll probably need to highlight them more.
    About that thing being easy for me because I've made the map I say: in this case it's only partially true since I don't really remember every coin's place. I usually do testing some big deal of a time after finishing a part of a map as to forget some stuff to make it look "near" a first glance/time. I'll be making the walkthrough. It would save many answers too, time.
    I'll also update the map, but for that, I'll need more feedback.
     
    Last edited: Jul 20, 2016
  8. gusanomental

    gusanomental

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    Looks promising. Have you considered adding some kind of checkpoints? This would be driving me crazy if it wasn't for the music, perfectly fitting a bad/surreal dream, huh? Good job there.
     
  9. deepstrasz

    deepstrasz

    Map Reviewer

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    I have considered it, but I've gotten lazy on the thought because it would really take time to make it. However, it is not that needed since you can make multiple save states when you wish to :) You can even use F6 for quick saving.
    I've written the solution to most if not all rooms in the opening post.
    I mostly need to know if it's considered a difficult map as Shadow Fury wrote. I can reduce damage of things and so on, if needed.
    Wow, do you really think it fits to that? It's what I really wanted to. I wasn't sure I quite got that.
     
    Last edited: Jul 25, 2016
  10. Rasofe

    Rasofe

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    There's a bug at the end of lvl 2 where Arthas will suddenly get a ranged attack and start hitting you from his lvl 1 area.
    There's another bug that happens very frequently when lvl 3 starts and Arthas doesn't kill the troll and instead tries to run to you directly, getting stuck in his lvl 1 area.
    The hitboxes on the levers in lvl 3 are super-tiny. This is especially infuriating because Illidan will often stop mid-animation when told to hit them for no reason.
    Lvl 4 isn't doable to someone with no Jail Break experience since 2006. Halve the number of glaives around the teleporter and I'll consider further testing.

    There's next to no story and because of the nature of the challenges (doing by trial and error) the atmosphere loses its intensity pretty fast. If you don't want a story-driven game you can probably easily configure this map to be multiplayer, like a traditional Jail Break map.
     
  11. deepstrasz

    deepstrasz

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    Really!? Got to take that out. But wait, how can that happen when there are walls between those two sections? Now I get it. He attacks you while in the air right?
    Got to check that too. I thought it was pretty much fixed.
    Get whosyourdaddy on the infuriating stuff and try to finish as much as you can so I would update more than just wee bits, please.
    I'm not a fan of long cinematic scenes during gameplay and this is a prologue (also you have to understand what the level is pointing at). The next levels would be more Warcraft friendly and have the story deepened. Useless talking is boring. I like the conclusions to be drawn either by interpretation or by understanding how things happen.
    Try clicking more than once, like a double click or something. If I make the levers visible, it would be too easy but I'll take it into consideration. I'll probably make them visible once Illidan gets somewhat near them.
    No way. How would Arthas follow Illidans. That would mean Arthases following Illidans which would make it a super conglomeration of a corridor. Plus, there are only levers for one person to solve the "puzzle".
    Just stand in the corner so no glaive will touch you. That's not a big deal.

    Will you please give me some details on the bugs? Did it happen after loading the game or something? Did you load a couple of times before that thing happened?

    Thanks for the feedback!

    EDIT: just tested the thing with Arthas not killing the troll. It didn't happen to me. Tried loading too just in case it was a loading bug but nope. Did it happen when/after he attacked you from a range?
    EDIT2: you're right. I need to pause Illidan or better turn of Arthas' follow trigger. Both actually.
     
    Last edited: Jul 29, 2016
  12. Rasofe

    Rasofe

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    It happens once every six reloads, approximately.

    See, that's the thing, if it was more puzzles and fewer Jail Break segments I'd like it a lot more. It started out really promising with the coin chase and levitating puzzle but I got annoyed when the first spike segment killed me immediately on completion (and I didn't realise I had to save before drinking the potion to make sure I got the full 20 seconds, rather than after, which made me redo the whole thing). Then the glaives. It's just not as good for immersion when I have to remember "Oh yeah, this is a Jail Break segment" instead of considering the symbolism of the Yeti.

    I like useless talking, it gives the characters lifelike qualities. Remember when in TFT Arthas would just comment "Gold? This'll be useful later!" in the Azjol Nerub part? That deepened his character since it established that Arthas is a solid economist as well as a hero who can give undead units morale perks.
     
  13. deepstrasz

    deepstrasz

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    Reducing the damage of the spikes won't do too much good since then you could just click at the end of the traps zone and wait for Illidan to just get there. Trust me, I've tested this kind of thing. The zone is too small to not have the traps be at least somewhat near lethal.
    I know. I just combined all sorts of ideas. Really wanted to make it feel like a stressful dream. Anyways, reduced the speed of some glaives and will upload the map after some other stuff'll get tweaked.
    Well, Ras, you're welcome to help deepen the characters of this map (and hopefully later campaign) if you want to. I'm the straight to the point type so I've got no bla bla bla talent.
     
  14. Rasofe

    Rasofe

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    Okay, once I beat the map and get some time free I'll write a manuscript. It's not gonna be Metzen good but I'll give it my best shot.
     
  15. deepstrasz

    deepstrasz

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    I don't know how to take that :D as a joke or as a real thing.
    Also, let's make it clear. I don't want you to change the story but help it :)
     
  16. Rasofe

    Rasofe

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    I take my jokes very seriously.
     
  17. deepstrasz

    deepstrasz

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    Alrightee. Fixed bugs reported by Rasofe until now.
     
  18. Kino

    Kino

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    Is this a well designed, well polished map? yes.
    Is it an enjoyable map? personally yes, kinda.

    Individually, I enjoyed the different challenges the map offers.
    I also liked how as you transitioned from one segment to the next, the brief cutscene would add context of how the enemy caught up to you etc.

    That said, I think the main issue that people will likely find with this map is that on some level it is a mind-reading challenge. The trick to beating them seems to involve knowing the 1 thing that solves it, or the perfect sequence of actions. In other words, you need to understand exactly what the author was thinking when the puzzle was created to beat it. This would be fine if failing a challenge sent you back to the start of each puzzle, instead of restarting the game from scratch.

     
  19. deepstrasz

    deepstrasz

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    Not from scratch. Saving the game is the solution to that. Multiple saves would be advised. What I'm writing is, that, saving works like in the normal Warcraft campaign/game. There is usually a relief between "rooms" so that the player can save then safely (without any risks of dying upon load if not going further first). The player can save anytime, anywhere.
    I was thinking of using triggers to save the game at those relief moments in case the player doesn't realize or forgets to, that, instead of creating waypoints for every room, a thing that would be quite painful to do.

    Thanks for playing! There's a walkthrough under the Soundtrack title in the first post in case you haven't used it yet. Suggestions pertaining things on this map are appreciated too.
     
    Last edited: Aug 29, 2016