Hey, I just downloaded the map to try it out.
Some things are quite funny - my War Stomp and Thunder Clap abilities actually harm friendly NPCs as well (I kind of killed 2 children with them). The guards will also continuously follow you if you do that, but not be able to attack you;
When I'm done with a quest and still do what was asked of me (Like after I'm done killing 9 trolls and kill more of them on the way back) I'll constantly get the pop-up saying that I completed the quest;
I haven't met a problem with the triggers for now, the terrain is fine and not too heavy on the eyes and it doesn't look like a catastrophe in terms of grammar (a bit widespread problem).
It has great potential from what I've seen - so far it's light in terms of space, won't end too fast and it's fine if you want to do something for a bit. As long as you keep working on it, I'm sure it will become something better.
Hello,
Thanks for the feedback!
I found out after the release about the killing of guards - that is quite unfortunate

. I'm still considering leaving it there "just for fun", however, the map should kinda take logic into account and killing kids and allies in general is not really the intention

.
I am not aware of the guards following, could you describe it in more detail please?
About the pop-up - that is actually intentional

, not a bug. However you are quite right, since there are many Troll Babies, I could actually turn it off just for this quest...
Well, I consider myself "quite educated" as grammar goes, however, mis-clicks probably are here and there...
Thanks for the kind word though. I am very hugely considering continuing working on it and feedback (both negative and positive) is very helpful in making it more fun!
yay for something new and exciting!
Played a bit, but not too much. Maybe it's only me, but I really dislike starting with "peasants". You basically waste the beginning of the game running around like an idiot. Why not simple start as archer, knight etc ?
As for the map, it has great potential. A lot of systems are implemented like camera zoom etc, that's good. The obvious thing would be just add more stuff.
I don't like these inventory systems. Once you have too many items they lose value. Original W3 does a great job with 6 slots. You have to make important decisions as to what to put there. I didn't play a single W3 map where the multiple inventory was implemented properly...
The terrain, the quests are great and do the job...Damn tired now, need to sleep. Overall a great first impression with some fundamental design flaws in my view. (others might disagree).
Hope to see more. Also, if you need something specific tested or need an opinion, just say and I'll do it.
Hello,
Thanks for the feedback, very appreciated.
Usually, other maps I player you either start as some character and you are the single character for the rest of the game. Here, I wanted follow the "bottom to top" way of levelling. Also, during the gameplay, I assume the player will be better "informed" on what to choose as his next class. That is also the reason why the starting chars have 3 abilities at start (and I may add 4th).
About the Inventory system - you are partially right. However, I like the "logic" in the system in a way that you equip your hero with various items. It's not like you will have 4x Super Imba Sword and 1x Super Imba HP/MP boost and 1x potion. I am also using quite huge portion of the bag for quest items, which are part of almost every quest - this partially retakes the role of "having to choose" in a way, that you have to think twice what quests do you really want to do (since you can have like 5 quest at the same time), and if you still want to carry potions, and still be able to grab some loot from dungeon - well, this should lead to also some hard choices

.
I will monitor this, however, it is unlikely that I will remove this from the game - I kinda like it, and after I spent so much time on creating and polishing the system, I'm not just throwing it away.
AND don't forget one thing - this system makes it VERY easy to give practically any ability to the hero, and I like this variability a lot.
The terrain received a few notes already - I do not think myself as pro terrainer, and the design was actually done long time ago

. However, what is not working as expected, is Aggro/threat system (not made by me), which gets bugged after some time, and you get swarmed with creeps - as the terrain is designed in a way that you should encounter many camps, not one super huge camp...
All in all, thank you again for the feedback, I'll take it into account.