- Joined
- Jun 30, 2004
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The original link for this post can be found here.
Welcome to my public thread for my map,
Stars of Destiny
Last Update: 5/9/12
Players: 2 - 5 (5 is heavily recommended)
Released Yet? Playable Beta Test Available! See below for details.
Progress
Heroes: 100%
Enemies: 99%
Systems: 99%
Items: 100%
Triggers: 90%
Terrain: 85%
AI: 10% (The Last)
Project Team
Ignitedstar - Everything
Credits:
The credits section will be completed when this map is released.
Summary: This is a Warcraft 3 RPG map that takes its main inspiration from Final Fantasy Forever (abbreviated as FFF, a clan TDG map) and has elements drawn from Shin Megami Tensei and Etrian Odyssey with a touch of Final Fantasy and Valkyrie Profile. From what some people have told me though, this map borderlines on an open RPG. The reason why it has taken me so long to present this map is because I always felt that I was not at a respectable place to consider ever giving a formal launch of the map. Especially because I was restarting it every single year (experimental versions, no sarcasm intended). HOWEVER! This time around, I have to say that I am very happy with how it is turning out and want to share the great news.
Learning Curve:
Exponential. The map starts out relatively easy to ease in new players and to get people accustomed to their hero and how they should build them. At first, you will run into a lot of battles where you will easily defeat the opposition.
However, as you make your way closer to the second continent, you will notice a spike in difficulty. Enemies will have significantly higher health, more dangerous abilities, and will have many ways of picking on weaker teammates or turning your hero into a helpless wreck. You must be prepared for it. Enemies can also null, absorb, or reflect your attacks back at you, so enemies will punish careless players. Teamwork is key, and you will need all of the elemental type coverage your party can manifest. There is no such thing as "the best weapon" or "the best armor", because what you need to survive is entirely based on what enemies you encounter and how one likes to play their hero.
In short, the "Game Over" message becomes your best friend. Just another day in paradise!
- Seven playable heroes: the Guardian, Warden, Monk, Astrologist, Magus, Divine Apprentice, and Summoner. There are nine in the screenshot below; the Blademaster and the Shaman are scheduled to be made after the map is officially released.
- Each hero has a distinctive style of play. They all start knowing nothing and it is impossible to learn everything. Finding a build that can cover a weakness in your team is essential.
- Hero stats are re-worked so all three are significantly important. Strength raises health and the weight of items one can carry, Agility increases your hero's accuracy using physical attacks and evading them, and Intelligence raises your hero's ability to deal and evade status ailments.
- A simple equipment system. Every hero can wear one weapon, one armor, two accessories, and two consumable items. See the next feature, though.
- A comprehensive list of item abilities. There's so many that that's all I can tell you without listing the hundreds that there are. Their effectiveness depends on the enemies you are pitted against.
- Armor has been thrown out the window. It has been replaced with something called Weight. It doesn't do that much-- kind of an arbitrary number.
- Replacing armor is a resistance system that accounts for all damage that can be used to resist, nullify, absorb, or reflect damage. The archetypes: Physical and Spell and the "lower" elemental types: Fire, Water, Thunder, Earth, Light, Dark, Neutral, and Galaxy. "Armor" is now dynamic!
- A wide range of status ailments that are not useless with varying degrees of severity. Level 1 Blind isn't particularly troubling, but Level 3 on the other hand...
- Enemies are divided into fourteen Creature Types. Each type has many strengths that they will often try to play and abuse with. It's your job to find and exploit their weaknesses.
- Every enemy has its own unique AI. Later on, you'll start finding enemies that have very particular strategies. It's up to you to find out what they're thinking and find loopholes to their logic.
- Bosses that provide challenge, instead of being so overly powerful that you have to "cheat" or rely on some overtly maimed strategy to win.
- Said bosses are completely optional; you can play the entire map without fighting a single boss, if you wanted.
- Enemies drop loot frequently, so farming items isn't taxing. Several enemies also have special loot where conditions must be met before the enemy drops it. Rare loot drops even more frequently once you discover the conditions needed to get them.
- Store keepers have a "likeness" value when you spend gold at their shop. The more money you spend, the more wares they will sell to you.
- Shops hold the item crafting, most of which will require their "likeness" value to be a certain amount. This is one of the only ways to get items and equipment necessary for certain cases later in the game.
Teaser Screenshots (This section will get updated as further progress is made)
===========================================
A beta release is currently available on the bottom of this post.
Please take these precautions, though:
- All heroes can be used except the Shaman and Blademaster. These two heroes are not done and will not be until the first official version is released. Now's the best time to get yourself comfortable!
- Most of the second continent can be traveled.
- A good amount of shops have basic inventories available.
- About 90% of all equippable items in the game are available. Play around with them.
- You cannot fight any bosses.
- Quests will activate, but cannot be finished.
- If you get stuck, Player 1 can type -debug to activate special cheat codes for the map. Only Player 1 can activate -debug, but every code works for all players.
- Take good screenshots if you can. >_>
The reason why I am releasing this beta test is because I need to know what will crack the map. I can only test so much testing alone; I have a feeling that the map will run into a lot of issues if five players are playing at once. So please gather up some clanmates or friends and do everything you can to break the map the way it is.
Welcome to my public thread for my map,
Stars of Destiny
Last Update: 5/9/12
Players: 2 - 5 (5 is heavily recommended)
Released Yet? Playable Beta Test Available! See below for details.
Progress
Heroes: 100%
Enemies: 99%
Systems: 99%
Items: 100%
Triggers: 90%
Terrain: 85%
AI: 10% (The Last)
Project Team
Ignitedstar - Everything
Credits:
The credits section will be completed when this map is released.
Summary: This is a Warcraft 3 RPG map that takes its main inspiration from Final Fantasy Forever (abbreviated as FFF, a clan TDG map) and has elements drawn from Shin Megami Tensei and Etrian Odyssey with a touch of Final Fantasy and Valkyrie Profile. From what some people have told me though, this map borderlines on an open RPG. The reason why it has taken me so long to present this map is because I always felt that I was not at a respectable place to consider ever giving a formal launch of the map. Especially because I was restarting it every single year (experimental versions, no sarcasm intended). HOWEVER! This time around, I have to say that I am very happy with how it is turning out and want to share the great news.
Learning Curve:
Exponential. The map starts out relatively easy to ease in new players and to get people accustomed to their hero and how they should build them. At first, you will run into a lot of battles where you will easily defeat the opposition.
However, as you make your way closer to the second continent, you will notice a spike in difficulty. Enemies will have significantly higher health, more dangerous abilities, and will have many ways of picking on weaker teammates or turning your hero into a helpless wreck. You must be prepared for it. Enemies can also null, absorb, or reflect your attacks back at you, so enemies will punish careless players. Teamwork is key, and you will need all of the elemental type coverage your party can manifest. There is no such thing as "the best weapon" or "the best armor", because what you need to survive is entirely based on what enemies you encounter and how one likes to play their hero.
In short, the "Game Over" message becomes your best friend. Just another day in paradise!
- Seven playable heroes: the Guardian, Warden, Monk, Astrologist, Magus, Divine Apprentice, and Summoner. There are nine in the screenshot below; the Blademaster and the Shaman are scheduled to be made after the map is officially released.
- Each hero has a distinctive style of play. They all start knowing nothing and it is impossible to learn everything. Finding a build that can cover a weakness in your team is essential.
- Hero stats are re-worked so all three are significantly important. Strength raises health and the weight of items one can carry, Agility increases your hero's accuracy using physical attacks and evading them, and Intelligence raises your hero's ability to deal and evade status ailments.
- A simple equipment system. Every hero can wear one weapon, one armor, two accessories, and two consumable items. See the next feature, though.
- A comprehensive list of item abilities. There's so many that that's all I can tell you without listing the hundreds that there are. Their effectiveness depends on the enemies you are pitted against.
- Armor has been thrown out the window. It has been replaced with something called Weight. It doesn't do that much-- kind of an arbitrary number.
- Replacing armor is a resistance system that accounts for all damage that can be used to resist, nullify, absorb, or reflect damage. The archetypes: Physical and Spell and the "lower" elemental types: Fire, Water, Thunder, Earth, Light, Dark, Neutral, and Galaxy. "Armor" is now dynamic!
- A wide range of status ailments that are not useless with varying degrees of severity. Level 1 Blind isn't particularly troubling, but Level 3 on the other hand...
- Enemies are divided into fourteen Creature Types. Each type has many strengths that they will often try to play and abuse with. It's your job to find and exploit their weaknesses.
- Every enemy has its own unique AI. Later on, you'll start finding enemies that have very particular strategies. It's up to you to find out what they're thinking and find loopholes to their logic.
- Bosses that provide challenge, instead of being so overly powerful that you have to "cheat" or rely on some overtly maimed strategy to win.
- Said bosses are completely optional; you can play the entire map without fighting a single boss, if you wanted.
- Enemies drop loot frequently, so farming items isn't taxing. Several enemies also have special loot where conditions must be met before the enemy drops it. Rare loot drops even more frequently once you discover the conditions needed to get them.
- Store keepers have a "likeness" value when you spend gold at their shop. The more money you spend, the more wares they will sell to you.
- Shops hold the item crafting, most of which will require their "likeness" value to be a certain amount. This is one of the only ways to get items and equipment necessary for certain cases later in the game.
Teaser Screenshots (This section will get updated as further progress is made)
When will this map be finished?
I want to be finished by the end of the year, but school comes first, so probably next year. It this is my first and final project and I will be around to update it. This map is basically me saying good bye to Warcraft 3 and leaving a mark somewhere.
Why did you post this when the map isn't finished yet and you're not necessarily asking for help?
I've been at wc3c.net for many, many years. The only thing I have to show for it is plenty of stories and experimental test maps. No one thinks I've ever put myself behind a real project. I have been working on something; it's just not done yet. It has taken me years to fine-tune the miniscule details so that I have as little regrets as possible when the map is open to the public. I do take game design very seriously; a third of the time was learning Jass and then vJass (the programming language needed to make it), the second third was planning the entire map (knowing what's possible within my skill level, patience, time, and motivations), and now I'm at the last third: actually making it.
What's with the corny name? xD
lol xD Well, it's a long story. I scripted the general direction of the map first before doing anything else. I had this entire story embedded into the map to enrich the player experience. However, as the map size started climbing up, I realized that I probably did not have the space in the map or the time to integrate all of it. Although the story is non-existent, all of the remnants of the world I made have been left in the map with no real explanation. Such as the planet being called Asver, why there's an element called Galaxy, the "sickness" known as Galaxia, as well as characters, places, etc.
I want to be finished by the end of the year, but school comes first, so probably next year. It this is my first and final project and I will be around to update it. This map is basically me saying good bye to Warcraft 3 and leaving a mark somewhere.
Why did you post this when the map isn't finished yet and you're not necessarily asking for help?
I've been at wc3c.net for many, many years. The only thing I have to show for it is plenty of stories and experimental test maps. No one thinks I've ever put myself behind a real project. I have been working on something; it's just not done yet. It has taken me years to fine-tune the miniscule details so that I have as little regrets as possible when the map is open to the public. I do take game design very seriously; a third of the time was learning Jass and then vJass (the programming language needed to make it), the second third was planning the entire map (knowing what's possible within my skill level, patience, time, and motivations), and now I'm at the last third: actually making it.
What's with the corny name? xD
lol xD Well, it's a long story. I scripted the general direction of the map first before doing anything else. I had this entire story embedded into the map to enrich the player experience. However, as the map size started climbing up, I realized that I probably did not have the space in the map or the time to integrate all of it. Although the story is non-existent, all of the remnants of the world I made have been left in the map with no real explanation. Such as the planet being called Asver, why there's an element called Galaxy, the "sickness" known as Galaxia, as well as characters, places, etc.
===========================================
A beta release is currently available on the bottom of this post.
Please take these precautions, though:
- All heroes can be used except the Shaman and Blademaster. These two heroes are not done and will not be until the first official version is released. Now's the best time to get yourself comfortable!
- Most of the second continent can be traveled.
- A good amount of shops have basic inventories available.
- About 90% of all equippable items in the game are available. Play around with them.
- You cannot fight any bosses.
- Quests will activate, but cannot be finished.
- If you get stuck, Player 1 can type -debug to activate special cheat codes for the map. Only Player 1 can activate -debug, but every code works for all players.
- Take good screenshots if you can. >_>
The reason why I am releasing this beta test is because I need to know what will crack the map. I can only test so much testing alone; I have a feeling that the map will run into a lot of issues if five players are playing at once. So please gather up some clanmates or friends and do everything you can to break the map the way it is.
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