The Legend of Mikokoro (Full Version)

This bundle is marked as approved. It works and satisfies the submission rules.
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MODELS:

- Annihilation [2 parts] - SFX Contest 5 Submission by JetFangInferno
- Armored Skeleton by Anvil, Direfury, Galadgod, HappyCockroach, Paultaker
- Captain Lordaeron HQ (Unit\Hero) by Asssssvi
- Cenarius Nightmare / Nightmare Keeper by FerSZ
- Core Hound by Explobomb
- Crystalsong Tree by HerrDave
- Demigod Cenarius / Keeper of the groove by FerSZ
- Fireworks Dragon Head by Jhonny Janbo
- Flower Dryad by Hexus
- Footman Lordaeron HQ by Asssssvi
- Fresh Shambler by -Grendel
- Goblin Mage (Variation 2) by Kuhneghetz
- Green and Mana Vortex Aura by UgoUgo
- Judgment Paladin by Murlocologist
- Juggernaut by HappyTauren
- Knight Lordaeron by Asssssvi
- Night Elf Huntress - unarmored by Cuore
- Pandaren Transport Ship by infrenus
- Pillar of Flame by Mythic
- Runic aura with fire V2 by Diego Delgado
- Star Wars - Darth Vader by HerrDave
- SteamPunk Paladins by Rhapsodie
- Sylvan Enchantress by AndrewOverload519
- The Greatest, Eldest, of All Hydras by kellym0
- VoidWalker Aura by Lichkings slave
- Jaina Proudmoore and Derivatives by Ujimasa Hojo
- FlameWing by Mythic
- Pit Lord and Derivatives by Ujimasa Hojo


ICONS:


- BTNAngelicHammer by The Panda
- BTNAngryPanda by BLazeKraze
- BTNAnkhOfRebirth by Palaslayer
- BTNBlastHammer by The Panda
- BTNBranch by Kwah
- BTNDarkMatter by I3lackDeath
- BTNDemonicSkullPendant by JollyD
- BTNDragonArmor by 67chrome
- BTNDragonBoots by 67chrome
- BTNDragonGauntlets by 67chrome
- BTNDragonHelm by 67chrome
- BTNDragonPants by 67chrome
- BTNDragonShoulder by 67chrome
- BTNFireDestruction by Ginufe
- BTNForbiddenMagicDragon by JollyD
- BTNHammerCrush by zbc
- BTNHammerThree by Darkfang
- BTNHolyPlatedGauntlet by PeeKay
- BTNLightningRed by Blizzard Entertainment, Nealdros
- BTNMonkMeditate by Blizzard Entertainment
- BTNMoonSkin by Darkfang
- BTNPlateGauntlet by PeeKay
- BTNRottenAura by Marcos DAB
- BTNRoyalArmor by PrinceYaser
- BTNspikedHelm by kola
- BTNSylvanEnchantress by AndrewOverload519
- BTNWC1FireElementalRemastered by Artork312
- Doom Weed by DarkePacific
- Empty Orb (Onyx Orb) by Darkfang
- Fire Nova icon by Blizzard Entertainment, Darkfang
- Fireking Crown by Darkfang
- Fireprincess Necklace by Darkfang
- Judgment Paladin by Murlocologist
- Ring by PeeKay
- Ring also by PeeKay
- Wind Serpent by Darkfang
- Mannoroth by Murlocologist


BSO - All music has been extracted from this games:

- Secret of Evermore
- Illusion of Time
- Terranigma
- World of Warcraft
- Heroes of the Storm

>>> Requires Patch 1.31 - Download Here <<<
Contents

The Legend of Mikokoro (Campaign)

Reviews
deepstrasz
In chapter 1 you can remain blocked in one of the rooms that are opened with the four levers (N, E, S, W). Anyways, approved as the one before. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site...

eubz

Map Reviewer
Level 40
Joined
Mar 29, 2011
Messages
3,778
5. Complete Release

When uploaded, the map must be out of the developmental or alpha stage. You may still add onto a map after updates, but the upload should be a full release. ALPHA and early-BETA versions, "teasers/trailers", etc. can be posted in Map Development. Furthermore, do not upload maps and use it as a request thread. If you want a user to add something to your map for you (system, etc.), then please make a thread in WEHZ.

 
Level 10
Joined
Dec 24, 2019
Messages
120
I know, and that's why I posted on "Map Development" but I also asked deepstrasz about posting here and he said, "If your campaign has at least one fully playable chapter, it's OK." That's why I posted here, as the "Map Development" forum has very little visibility and I'm looking for feedback.

It also says that if it is an advanced beta it can be posted here directly and as you will see, it is not an early beta. Be that as it may, if it is wrongly published, it is deleted.

Regards.

EDIT: The campaign is fully playable in its current state, some content needs to be added and better tested, an Act IV will also be added, but what is published is 100% playable.
 
Level 4
Joined
Aug 25, 2018
Messages
45
Decent ways into act 1 and nothing seems out of balance yet, I am determine to kill every rat now since that one dropped a pot.


Edit: If you can limit the amount of resources the Blue Gold Hand has after sitting by the fountain Aelon is lvl 15.
 
Last edited:
Level 10
Joined
Dec 24, 2019
Messages
120
Decent ways into act 1 and nothing seems out of balance yet, I am determine to kill every rat now since that one dropped a pot.


Edit: If you can limit the amount of resources the Blue Gold Hand has after sitting by the fountain Aelon is lvl 15.
Thanks for the input, we knew it was a possibility, to stay there killing waves to level up. But in principle it is part of the freedom of the game, if someone decides to stay there until level 20 then let them do it. In principle we are not going to limit it.

Regards.
 
Level 4
Joined
Feb 8, 2021
Messages
31
The Campaign was amazing especially Puzzles , side Quests and the story.
I haven't faced any bugs nor problems.

Thanks for share it Resyak :infl_thumbs_up:
 
Level 3
Joined
Jan 22, 2021
Messages
11
Hi bro. I'm going to leave you my opinion here.

Side Story - I found it quite amusing, a drunken Pit Lord? I had never seen that before. While I think it would be a better fit as an interlude between Act I and Act II, I would have liked a Prologue that introduced the player to the central story of the campaign, the Mikokoro.

- Act I

The progression and difficulty are quite well achieved, perhaps the beginning is a bit simple, just a phrase from the hero and it already begins without knowing very well what it is all about. I also find the fact that two of the skills are passive a bit boring, I know it's a strength hero (Aelon), but I still think you could swap a passive for another skill type. As for the second hero (Assoth), I really liked his abilities, he makes a good team with the first.

The optional missions are quite good, Luke and Vader's maybe would need some more indication, I spent a long time hanging around without finding a way to complete it. As for the Lhurgoyf, I think something else can be added. Going and killing a creep seems too simple for me. I liked the custom items a lot, especially the legendary ones, although I wonder what the difficulty would be like without them, because there was a moment throughout the campaign when I survived thanks to them. I also spent a lot of time going around in this first mission in search of the "Ancient Warlock" to improve the items, I think it would be necessary to specify that it is not in this first act to prevent the player from looking for something that does not exist.

The end of this first act seemed quite successful, it left me wanting to play the second act to see what would happen. Although I also would have liked a little battle.

- Act II

The first thing I have to say about this second act is that I really liked the change of scenery, after almost two hours in a dungeon, it feels good to go to a tropical island. I quite liked the optional Sobere and Ylin mission, although it was quite tedious to navigate the map, it is too big and it took a long time to get from one place to another. I don't know if I could increase the speed of the ship or add another, faster way to move.

I wish the Naga of the central island had some more interaction, then Ylin explains that they attack you because of what Sobere did, but I don't know, I think I could add something else. One point that I think is very important to change is the way to get Kraby to improve the items for you, I would add a line to his dialogue in which he mentioned the crown, I think that only with that everything would make more sense. It seems to me a very important aspect to leave it to chance that the player finds it or not.

The mission that Ylin gives you, the one to collect the flowers, was quite annoying to move through the jungle. I must admit that I had to push myself to advance and that was fine, but there are areas that are very difficult to access. Maybe you would remove some trees to avoid this. The way hydras are defeated (with mines), I noticed that at most there are a total of 40 mines. I know it's more than enough to kill them, but I think it would be nice to add a method to get more, even at the cost of stat points or something. It would be very frustrating to fail to kill them after an hour doing the optional missions.

I liked the ruins, you can see the increase in difficulty and that is fine, although at some points it was too excessive. Maybe it would not be bad to review the groups of creeps. At the time it seemed like a mistake to put such a strong enemy just before the end, but then it seemed quite successful, it is a way of making the player understand that if they do not have the level and equipment to defeat that enemy, they should not continue. I think the final battle against Buda and Pest can be made more interesting, I like the skills you put into them, it makes it interesting, but I don't know, I miss some more mechanics of knowing how to move. I really liked the final cinematic and Magnus's intervention, although I didn't understand why Assoth died, I think that should be better explained.

About the items in this mission, I think the same as in the first act, they were very good, although perhaps I would have liked to have a little more variety. And as always, the legendaries give a lot of advantage.

- Act III

I loved the map graphically speaking, but there were many moments when I was walking for too long without finding anything. It feels a bit empty, I think that at this point we need to add more, although I understand that it is a time trial and that we have to go to the marked points. The initial explanation of the Historian does not fit me at this point, as I said before, I think it should be explained well in a prologue.

The presence of Cenarius left me a bit confused, I understood more or less the explanation of why he is there, but I don't know if he looks good at all. Perhaps it would have been better to use an original character, after all all the others are original characters, it suddenly becomes a bit strange to see one of the original lore. I really liked the mission of the armor set (Dragon Armor), I would have liked to have seen more things like that throughout the campaign, perhaps with simpler abilities, although I understand that after all, you can only carry 6 items.

I did not understand Tanathos, it is not said who or where he comes from, he is simply there to give you a piece of armor. I think more work could be done on that. The fact that to improve the items in this act you have to have improved them in the previous one makes me a bit risky, on the one hand I understand it, but on the other I think it is an unnecessary obstacle. Like I said, I think it's too important a mechanic to risk the player missing out. I would have put it if you don't have them upgraded I will update them to +1 instead of +2. I think it would be much better.

Guardians were a bit of a disappointment, there are only two classes and they don't do much. I think customization is lacking at this point. The battle against Cenarius, on the one hand I liked that it was an open battle in which you are not locked in as usual, but on the other, as it happened to me with Buda and Pest, some more mechanics are missing. Regarding the difficulty of this third act, I think it depends a lot on the items you have from the previous ones, although I imagine that defeating the demon hunters of the act without items is almost impossible.

Well, nothing more, in general I quite liked it. If you dedicate a little more time and add more content, it can turn out to be very good.
 
Level 10
Joined
Dec 24, 2019
Messages
120
Hi bro. I'm going to leave you my opinion here.

Side Story - I found it quite amusing, a drunken Pit Lord? I had never seen that before. While I think it would be a better fit as an interlude between Act I and Act II, I would have liked a Prologue that introduced the player to the central story of the campaign, the Mikokoro.

- Act I

The progression and difficulty are quite well achieved, perhaps the beginning is a bit simple, just a phrase from the hero and it already begins without knowing very well what it is all about. I also find the fact that two of the skills are passive a bit boring, I know it's a strength hero (Aelon), but I still think you could swap a passive for another skill type. As for the second hero (Assoth), I really liked his abilities, he makes a good team with the first.

The optional missions are quite good, Luke and Vader's maybe would need some more indication, I spent a long time hanging around without finding a way to complete it. As for the Lhurgoyf, I think something else can be added. Going and killing a creep seems too simple for me. I liked the custom items a lot, especially the legendary ones, although I wonder what the difficulty would be like without them, because there was a moment throughout the campaign when I survived thanks to them. I also spent a lot of time going around in this first mission in search of the "Ancient Warlock" to improve the items, I think it would be necessary to specify that it is not in this first act to prevent the player from looking for something that does not exist.

The end of this first act seemed quite successful, it left me wanting to play the second act to see what would happen. Although I also would have liked a little battle.

- Act II

The first thing I have to say about this second act is that I really liked the change of scenery, after almost two hours in a dungeon, it feels good to go to a tropical island. I quite liked the optional Sobere and Ylin mission, although it was quite tedious to navigate the map, it is too big and it took a long time to get from one place to another. I don't know if I could increase the speed of the ship or add another, faster way to move.

I wish the Naga of the central island had some more interaction, then Ylin explains that they attack you because of what Sobere did, but I don't know, I think I could add something else. One point that I think is very important to change is the way to get Kraby to improve the items for you, I would add a line to his dialogue in which he mentioned the crown, I think that only with that everything would make more sense. It seems to me a very important aspect to leave it to chance that the player finds it or not.

The mission that Ylin gives you, the one to collect the flowers, was quite annoying to move through the jungle. I must admit that I had to push myself to advance and that was fine, but there are areas that are very difficult to access. Maybe you would remove some trees to avoid this. The way hydras are defeated (with mines), I noticed that at most there are a total of 40 mines. I know it's more than enough to kill them, but I think it would be nice to add a method to get more, even at the cost of stat points or something. It would be very frustrating to fail to kill them after an hour doing the optional missions.

I liked the ruins, you can see the increase in difficulty and that is fine, although at some points it was too excessive. Maybe it would not be bad to review the groups of creeps. At the time it seemed like a mistake to put such a strong enemy just before the end, but then it seemed quite successful, it is a way of making the player understand that if they do not have the level and equipment to defeat that enemy, they should not continue. I think the final battle against Buda and Pest can be made more interesting, I like the skills you put into them, it makes it interesting, but I don't know, I miss some more mechanics of knowing how to move. I really liked the final cinematic and Magnus's intervention, although I didn't understand why Assoth died, I think that should be better explained.

About the items in this mission, I think the same as in the first act, they were very good, although perhaps I would have liked to have a little more variety. And as always, the legendaries give a lot of advantage.

- Act III

I loved the map graphically speaking, but there were many moments when I was walking for too long without finding anything. It feels a bit empty, I think that at this point we need to add more, although I understand that it is a time trial and that we have to go to the marked points. The initial explanation of the Historian does not fit me at this point, as I said before, I think it should be explained well in a prologue.

The presence of Cenarius left me a bit confused, I understood more or less the explanation of why he is there, but I don't know if he looks good at all. Perhaps it would have been better to use an original character, after all all the others are original characters, it suddenly becomes a bit strange to see one of the original lore. I really liked the mission of the armor set (Dragon Armor), I would have liked to have seen more things like that throughout the campaign, perhaps with simpler abilities, although I understand that after all, you can only carry 6 items.

I did not understand Tanathos, it is not said who or where he comes from, he is simply there to give you a piece of armor. I think more work could be done on that. The fact that to improve the items in this act you have to have improved them in the previous one makes me a bit risky, on the one hand I understand it, but on the other I think it is an unnecessary obstacle. Like I said, I think it's too important a mechanic to risk the player missing out. I would have put it if you don't have them upgraded I will update them to +1 instead of +2. I think it would be much better.

Guardians were a bit of a disappointment, there are only two classes and they don't do much. I think customization is lacking at this point. The battle against Cenarius, on the one hand I liked that it was an open battle in which you are not locked in as usual, but on the other, as it happened to me with Buda and Pest, some more mechanics are missing. Regarding the difficulty of this third act, I think it depends a lot on the items you have from the previous ones, although I imagine that defeating the demon hunters of the act without items is almost impossible.

Well, nothing more, in general I quite liked it. If you dedicate a little more time and add more content, it can turn out to be very good.

I have loved the recommendation on the item improvement system, that in the act III if you carry the items without improving, Kingler update them to +1, we have already implemented it. Very, very good point.

We're working of adding one more optional quest in Act II, maybe related with the Naga, as you said. Unfortunately, what you comment about moving faster, I don't think we can do it. We do not want to put teleport doors and the speed of the ship is at the maximum preset.

We've also thought about replacing one of Aelon's passive skills, but we're still thinking about it, since he doesn't have much mana to take advantage of it... What you say about the third map is true, sometimes it can feel empty. We are thinking of some option so that this does not happen, although it is difficult without increasing the difficulty.

Regards.
 

Retera

Tool Reviewer
Level 36
Joined
Apr 19, 2008
Messages
1,285
I played Act 1 on Thursday night and I had a good time. I want to play Act 2 but didn't have time yet, and that's just a personal problem.

For me this was a really healthy dose of the Warcraft III engine that did not try to add any completely crazy new systems in and focused on just being a good dose of what Warcraft III is capable of with a reasonably fun but challenging game balance that ended up feeling rewarding. I was having fun. Personally lately I have been using spare time for stupid wastes of time like social systems, social mediums, etc, talking about Warcraft and kind of being toxic or something like that. I opened Hive map section decided to play something I had never heard of, and I decided to play this campaign without reading the description because the word Mikokoro sounds cool.

I have heard it said by some people that a good game makes you want to waste your time playing that good game, and a bad game makes you feel like you are wasting your time. Launching my old 1.31 backup and playing this Mikokoro without reading the description and just wanting to play some Warcraft 3, I felt like I totally got what I was looking for, and it made me want to spend more time on that next time I have a chance (Act 2).

I made some notes while I was playing, so here are my suggestions, in case they help:

  • At the beginning of Act 1 and Act 2 there is a quick camera fade scene to give the player a feel for the environment they are in. I was thinking that if I had created this myself, maybe I would not have the fade to black begin instantly. The instant start to the fade out gave me very little time to take in the scenery. It's obviously a style that you used in both maps, though. So if it is a deliberate stylistic thing, then just keep it and assume I don't know what I'm talking about on this one.
  • I found that for this map, the Subtitle Display Override setting was not turned on, but there was not audio for the Transmission From Unit sent from the first time I encountered an Executor and he introduced Daileh with text outside of a cutscene. In general I consider this to be a map design bug not to enable the Subtitle Display Override because I prefer that the map enable the Subtitle Display Override in these cases if you are not going to add audio. That way, the user is not required to enable the setting in the Sound options menu. You might not see the issue when you playtest because you might not have the Subtitles setting turned off in your options menu. I happened to have it turned off while playing, so for me the text from what the Executor said was missing.
  • I noted that I thought it was weird that the Gold Hand buildings after the Fountain of Health had blue team color instead of yellow team color. It seemed like yellow team color for units named Gold Hand was very fitting so on the skeletons I thought it was cool. This one is another stylistic choice, though.
  • I noted that I thought it would be cooler if the RGB levers used different glow textures on the lever handle instead of tinting. It's definitely another stylistic choice, but modifying the lever mdx to use a different texture file path is quite easy these days. For example:
1624770906376.png
1624770931665.png
  • I encountered a bug during the cinematic to get the Fire Lover on my side. I had summoned a Doom Guard shortly before the game entered the cinematic mode. This Doom Guard was in combat with a Core Hound Level 10 from up the hill. From what I could understand, the Core Hound Level 10 was hidden for the cinematic, but unfortunately Warcraft III's "hide" function does not disable the unit behaviors. So there were fireballs coming out of the air, out of the hidden Core Hound, that were killing my doom guard while I was trying to read the messages from the Fire Lover during the cinematic. And the doom guard was running around like a crazy man in the background the whole time. By the time the cinematic ended the Doom Guard had fled out of the leash range of the core hound and survived, I believe, however.
  • I noted that when I used the Key item to unlock a door, it did not play a cool sound as the door opens. I was thinking maybe it would play "Sound\Ambient\DoodadEffects\LargeCityGateOpen1.wav" or something like that. "Sound\Interface\BattleNetDoorsStereo2.wav" might be another option.
  • I had an idea in the area with doors that periodically flip-flop from open to closed that it would be interesting if one hero had to do that part while the other stayed in some control room at the start with a switch that would flip-flop the doors between the two open/closed states for the area. It might be that I was just being greedy with time, that I wanted "control" over the situation and when the doors flip instead of having to wait for the state that I wanted. But I was just imagining how it would be an interesting way to add more for the player to do so you have an active user input instead of the user sitting waiting for the doors to flip, basically, if one of the heroes was off and away somewhere else causing the doors to flip. I guess by this point when I made this note I was assuming it was guaranteed the player would have unlocked the Fire Lover by that point in the dungeon, but maybe that's not a guarantee. If that's not a guarantee by that point (I know there were several optional pathways, and I was trying to just follow every path that I encountered) then maybe this suggestion is not as good.

Thanks again!
 
Last edited:
Level 10
Joined
Dec 24, 2019
Messages
120
I played Act 1 on Thursday night and I had a good time. I want to play Act 2 but didn't have time yet, and that's just a personal problem.

For me this was a really healthy dose of the Warcraft III engine that did not try to add any completely crazy new systems in and focused on just being a good dose of what Warcraft III is capable of with a reasonably fun but challenging game balance that ended up feeling rewarding. I was having fun. Personally lately I have been using spare time for stupid wastes of time like social systems, social mediums, etc, talking about Warcraft and kind of being toxic or something like that. I opened Hive map section decided to play something I had never heard of, and I decided to play this campaign without reading the description because the word Mikokoro sounds cool.

I have heard it said by some people that a good game makes you want to waste your time playing that good game, and a bad game makes you feel like you are wasting your time. Launching my old 1.31 backup and playing this Mikokoro without reading the description and just wanting to play some Warcraft 3, I felt like I totally got what I was looking for, and it made me want to spend more time on that next time I have a chance (Act 2).

I made some notes while I was playing, so here are my suggestions, in case they help:

  • At the beginning of Act 1 and Act 2 there is a quick camera fade scene to give the player a feel for the environment they are in. I was thinking that if I had created this myself, maybe I would not have the fade to black begin instantly. The instant start to the fade out gave me very little time to take in the scenery. It's obviously a style that you used in both maps, though. So if it is a deliberate stylistic thing, then just keep it and assume I don't know what I'm talking about on this one.
  • I found that for this map, the Subtitle Display Override setting was not turned on, but there was not audio for the Transmission From Unit sent from the first time I encountered an Executor and he introduced Daileh with text outside of a cutscene. In general I consider this to be a map design bug not to enable the Subtitle Display Override because I prefer that the map enable the Subtitle Display Override in these cases if you are not going to add audio. That way, the user is not required to enable the setting in the Sound options menu. You might not see the issue when you playtest because you might not have the Subtitles setting turned off in your options menu. I happened to have it turned off while playing, so for me the text from what the Executor said was missing.
  • I noted that I thought it was weird that the Gold Hand buildings after the Fountain of Health had blue team color instead of yellow team color. It seemed like yellow team color for units named Gold Hand was very fitting so on the skeletons I thought it was cool. This one is another stylistic choice, though.
  • I noted that I thought it would be cooler if the RGB levers used different glow textures on the lever handle instead of tinting. It's definitely another stylistic choice, but modifying the lever mdx to use a different texture file path is quite easy these days. For example:
  • I encountered a bug during the cinematic to get the Fire Lover on my side. I had summoned a Doom Guard shortly before the game entered the cinematic mode. This Doom Guard was in combat with a Core Hound Level 10 from up the hill. From what I could understand, the Core Hound Level 10 was hidden for the cinematic, but unfortunately Warcraft III's "hide" function does not disable the unit behaviors. So there were fireballs coming out of the air, out of the hidden Core Hound, that were killing my doom guard while I was trying to read the messages from the Fire Lover during the cinematic. And the doom guard was running around like a crazy man in the background the whole time. By the time the cinematic ended the Doom Guard had fled out of the leash range of the core hound and survived, I believe, however.
  • I noted that when I used the Key item to unlock a door, it did not play a cool sound as the door opens. I was thinking maybe it would play "Sound\Ambient\DoodadEffects\LargeCityGateOpen1.wav" or something like that. "Sound\Interface\BattleNetDoorsStereo2.wav" might be another option.
  • I had an idea in the area with doors that periodically flip-flop from open to closed that it would be interesting if one hero had to do that part while the other stayed in some control room at the start with a switch that would flip-flop the doors between the two open/closed states for the area. It might be that I was just being greedy with time, that I wanted "control" over the situation and when the doors flip instead of having to wait for the state that I wanted. But I was just imagining how it would be an interesting way to add more for the player to do so you have an active user input instead of the user sitting waiting for the doors to flip, basically, if one of the heroes was off and away somewhere else causing the doors to flip. I guess by this point when I made this note I was assuming it was guaranteed the player would have unlocked the Fire Lover by that point in the dungeon, but maybe that's not a guarantee. If that's not a guarantee by that point (I know there were several optional pathways, and I was trying to just follow every path that I encountered) then maybe this suggestion is not as good.

Thanks again!
It is great to receive such detailed reviews, this helps us a lot to improve the content, thank you very much for your time.

We will think about the modification you mentioned about the doors of the final zone. We will also add the sound to the doors that are opened with the key. And regarding the blue base, it was made like this out of programming necessity, we needed it to be a different player, but maybe something can be done about it.

Thank you very much again for those and all the other tips and observations, we really appreciate it very much.

Regards.
 
Level 10
Joined
Jul 3, 2015
Messages
33
So you play as a wisecracking drunk panda, meet Darth Vader (who's surprisingly a pretty chill guy), and fight against BudaPest ninjas?

:ogre_datass:5/5 :ogre_datass:

For critique on the gameplay, most of my thoughts are found in Pai Mei's post. I will add that the hints for the puzzles are really just answers.

Aelon's Balance ability is almost completely overshadowed by his Pandaren Fury ability. For a strength hero I will gladly take +4 strength over +2 armour any day. It's pretty clear that Aelon is supposed to be the tank and Assoth is the damage/support but Aelon has a hard time keeping aggro. A lot of the time the creeps would just ignore him and chase Assoth - sometimes even offscreen. So I think changing Balance to be more like berserker's call would make help him fill his role without changing the ability's purpose too much.

We've also thought about replacing one of Aelon's passive skills, but we're still thinking about it, since he doesn't have much mana to take advantage of it...

In my playthrough I found Assoth to be the hero with mana problems, not Aelon. Aelon's abilities have low mana costs and if he has wizard's ring he can spam them to his heart's content. Then again, I did feed him quite a few int tomes.

There are a few problems with game flow in the first and second maps. This happens in the first map after you recruit Assoth and after you obtain the key. After these points you have to backtrack through zones you've already cleared which means there's not much to do but watch and wait for your heroes to walk to their destination. This can easily disengage players. Adding more creeps to fight or portals to help travel can help keep them engaged.
In the second map this happens again with the sheep sidequest. The place where you get the gold ring and the place you pick up the sheep are in completely opposite areas of the map (top left and bottom right, respectively). Again you just have to watch and wait for your heroes to go travel across zones you've already cleared. And then after picking up the sheep you have to travel again to Ylin. Placing the sheep closer to the ring's location and teleporting the player to Ylin after getting the sheep can help the game flow here too.

For the story and plot I enjoyed the first two maps. Even though the villain was a kind of a dunce the heroes were really likeable. The third map feels disconnected from the others and feels rushed. The exposition dump at the start of it didn't have any impact on the story or answer any real questions. Was the whole story of Aelon & Assoth just to introduce the Gold Hand and Magnus? Why did Aelon & Assoth even want to find the Mikokoro? Why/how did Assoth die? What happened to Aelon? What was the point of Magnus possessing Doileh? An explanation of what the Mikokoro is would be better strewn across the first two maps instead of being unloaded at you during the finale.

As for the translation, there aren't many problems. It's easy to understand with only some typos here and there. There's an inconsistency with contractions which should be fixed if you want to have the dialogue sound more natural. Generally, you always want to use them unless you're deliberately trying to have the character sound awkward. An example of this would be Data from TNG.

Side note: Your dialogue uses too many commas in places where a full stop should be. It was pretty common to see you connect entire sentences together with a few commas. I won't point them all out but keep in mind that you should, when in doubt, place a full stop after a statement.

Here's a compilation of little changes to the dialogue to improve them. I've tried to retain their original meanings.

Original

Revised

Sobere: [...] I admit that I have drink a little... BUT I'M GOOD! I... I control, you know?Sobere: [...] I admit that I've drunk a little too much... but I'm good! I... I can handle it, you know?

*Saying you can 'control' your drunkenness sounds weird in English. Normally people say they can 'handle it.'
Ylin: And you don't control, you have completely drunk. What happened? I have heard explosions.Ylin: And you can't handle your liquor; you're completely drunk. What happened? I heard explosions.

Original

Revised

Wild: Kill panda!Wild: Kill the panda!
Assoth: [...] Know that it's a shitty name. My partner and I are looking for something and the clues have led us here, but it seems that yours do not like our presence.Assoth: [...] You know that's a shitty name. My partner and I are looking for something and found clues that led us here, but it seems that you don't like our presence.
Doileh: [...] the power of the father of the pantheon will be of the Gold Hand.Doileh: [...] the power of the father of the pantheon will belong to the Gold Hand.

Original

Revised

Sobere: [...] those damned envious goblins kill him.Sobere: [...] those damned envious goblins killed him.
Sobere: [...] And it seems that in that drunken state, I offended Mrs. Ylin, a naga witch who lives here. She now she doesn't want to forgive me and I don't know what to do.Sobere: [...] And it seems that in that drunken state, I offensed Mrs. Ylin, a naga witch who lives here. Now she won't forgive me and I don't know what to do.
Kraby: Have you also came to rob me?Kraby: Have you also come to rob me?
Kraby: What that glitters?Kraby: What's that glitter?
Aelon: We come from Sobere [...] I think it has simply been misunderstood.Aelon: We've been sent by Sobere [...] I think this is all simply a misunderstanding.
Ylin: A beautiful sheep of wool soft as clouds. She loves my gold ring that sparkles so I wear it to she follow me.Ylin: A beautiful sheep with wool soft as clouds. She loves my gold ring that sparkles and I wear it so she'll follow me.
Magnus: Does that goblin send you?Magnus: Did that goblin send you?
Slaughter: Neither alive nor deaths can pass, the path is closed.Slaughter: Neither the living nor the dead may pass. This path is closed.
Pest: [...] no one has managed to circumvent our guard, now they are going to pay for your arrogance and lust for power.Pest: [...] no one has managed to circumvent our guard. Now you're going to pay for your arrogance and lust for power.
Aelon: [...] I will make you scream in pain until you beg on your knees just before I kill yourself.Aelon: [...] I will make you scream in pain until you beg on your knees just before I kill you.
Magnus: Enough of bullshit.Magnus: Enough bullshit.

Original

Revised

Magnus: You are laughing at me? I swear I rip your head off!Magnus: Are you mocking me? I swear I'll rip your head off!
Kingler: Well, maybe I can help you, if you have any valuable item that my brother, Kraby, has fiddled with with his tiny hands, I can fix and improve it for you.Kingler: Well, maybe I can help you. If you have any valuable items that my brother, Kraby, has fiddled with his tiny hands I can fix and improve them for you.
Cenarius: You are a poor delusional, do you think [...]Cenarius: You're delusional. Do you think [...]
Cenarius: This world does not need that you save it, much less for a mortal to obtain the power of time.Cenarius: This world does not need you to save it. Much less having a mortal obtaining power over time.
Magnus: [...] and now they talk the wielder of that damned hammer like a hero...Magnus: [...] and now they treat the wielder of that damn hammer like a hero...
Magnus: I will enter the fabrics of time [...]Magnus: I will enter the fabric of time.
 
Level 10
Joined
Dec 24, 2019
Messages
120
So you play as a wisecracking drunk panda, meet Darth Vader (who's surprisingly a pretty chill guy), and fight against BudaPest ninjas?

:ogre_datass:5/5 :ogre_datass:

For critique on the gameplay, most of my thoughts are found in Pai Mei's post. I will add that the hints for the puzzles are really just answers.

Aelon's Balance ability is almost completely overshadowed by his Pandaren Fury ability. For a strength hero I will gladly take +4 strength over +2 armour any day. It's pretty clear that Aelon is supposed to be the tank and Assoth is the damage/support but Aelon has a hard time keeping aggro. A lot of the time the creeps would just ignore him and chase Assoth - sometimes even offscreen. So I think changing Balance to be more like berserker's call would make help him fill his role without changing the ability's purpose too much.



In my playthrough I found Assoth to be the hero with mana problems, not Aelon. Aelon's abilities have low mana costs and if he has wizard's ring he can spam them to his heart's content. Then again, I did feed him quite a few int tomes.

There are a few problems with game flow in the first and second maps. This happens in the first map after you recruit Assoth and after you obtain the key. After these points you have to backtrack through zones you've already cleared which means there's not much to do but watch and wait for your heroes to walk to their destination. This can easily disengage players. Adding more creeps to fight or portals to help travel can help keep them engaged.
In the second map this happens again with the sheep sidequest. The place where you get the gold ring and the place you pick up the sheep are in completely opposite areas of the map (top left and bottom right, respectively). Again you just have to watch and wait for your heroes to go travel across zones you've already cleared. And then after picking up the sheep you have to travel again to Ylin. Placing the sheep closer to the ring's location and teleporting the player to Ylin after getting the sheep can help the game flow here too.

For the story and plot I enjoyed the first two maps. Even though the villain was a kind of a dunce the heroes were really likeable. The third map feels disconnected from the others and feels rushed. The exposition dump at the start of it didn't have any impact on the story or answer any real questions. Was the whole story of Aelon & Assoth just to introduce the Gold Hand and Magnus? Why did Aelon & Assoth even want to find the Mikokoro? Why/how did Assoth die? What happened to Aelon? What was the point of Magnus possessing Doileh? An explanation of what the Mikokoro is would be better strewn across the first two maps instead of being unloaded at you during the finale.

As for the translation, there aren't many problems. It's easy to understand with only some typos here and there. There's an inconsistency with contractions which should be fixed if you want to have the dialogue sound more natural. Generally, you always want to use them unless you're deliberately trying to have the character sound awkward. An example of this would be Data from TNG.

Side note: Your dialogue uses too many commas in places where a full stop should be. It was pretty common to see you connect entire sentences together with a few commas. I won't point them all out but keep in mind that you should, when in doubt, place a full stop after a statement.

Here's a compilation of little changes to the dialogue to improve them. I've tried to retain their original meanings.

Original

Revised

Sobere: [...] I admit that I have drink a little... BUT I'M GOOD! I... I control, you know?Sobere: [...] I admit that I've drunk a little too much... but I'm good! I... I can handle it, you know?

*Saying you can 'control' your drunkenness sounds weird in English. Normally people say they can 'handle it.'
Ylin: And you don't control, you have completely drunk. What happened? I have heard explosions.Ylin: And you can't handle your liquor; you're completely drunk. What happened? I heard explosions.

Original

Revised

Wild: Kill panda!Wild: Kill the panda!
Assoth: [...] Know that it's a shitty name. My partner and I are looking for something and the clues have led us here, but it seems that yours do not like our presence.Assoth: [...] You know that's a shitty name. My partner and I are looking for something and found clues that led us here, but it seems that you don't like our presence.
Doileh: [...] the power of the father of the pantheon will be of the Gold Hand.Doileh: [...] the power of the father of the pantheon will belong to the Gold Hand.

Original

Revised

Sobere: [...] those damned envious goblins kill him.Sobere: [...] those damned envious goblins killed him.
Sobere: [...] And it seems that in that drunken state, I offended Mrs. Ylin, a naga witch who lives here. She now she doesn't want to forgive me and I don't know what to do.Sobere: [...] And it seems that in that drunken state, I offensed Mrs. Ylin, a naga witch who lives here. Now she won't forgive me and I don't know what to do.
Kraby: Have you also came to rob me?Kraby: Have you also come to rob me?
Kraby: What that glitters?Kraby: What's that glitter?
Aelon: We come from Sobere [...] I think it has simply been misunderstood.Aelon: We've been sent by Sobere [...] I think this is all simply a misunderstanding.
Ylin: A beautiful sheep of wool soft as clouds. She loves my gold ring that sparkles so I wear it to she follow me.Ylin: A beautiful sheep with wool soft as clouds. She loves my gold ring that sparkles and I wear it so she'll follow me.
Magnus: Does that goblin send you?Magnus: Did that goblin send you?
Slaughter: Neither alive nor deaths can pass, the path is closed.Slaughter: Neither the living nor the dead may pass. This path is closed.
Pest: [...] no one has managed to circumvent our guard, now they are going to pay for your arrogance and lust for power.Pest: [...] no one has managed to circumvent our guard. Now you're going to pay for your arrogance and lust for power.
Aelon: [...] I will make you scream in pain until you beg on your knees just before I kill yourself.Aelon: [...] I will make you scream in pain until you beg on your knees just before I kill you.
Magnus: Enough of bullshit.Magnus: Enough bullshit.

Original

Revised

Magnus: You are laughing at me? I swear I rip your head off!Magnus: Are you mocking me? I swear I'll rip your head off!
Kingler: Well, maybe I can help you, if you have any valuable item that my brother, Kraby, has fiddled with with his tiny hands, I can fix and improve it for you.Kingler: Well, maybe I can help you. If you have any valuable items that my brother, Kraby, has fiddled with his tiny hands I can fix and improve them for you.
Cenarius: You are a poor delusional, do you think [...]Cenarius: You're delusional. Do you think [...]
Cenarius: This world does not need that you save it, much less for a mortal to obtain the power of time.Cenarius: This world does not need you to save it. Much less having a mortal obtaining power over time.
Magnus: [...] and now they talk the wielder of that damned hammer like a hero...Magnus: [...] and now they treat the wielder of that damn hammer like a hero...
Magnus: I will enter the fabrics of time [...]Magnus: I will enter the fabric of time.
Thank you so much for the review, I really am incredibly grateful.

We are already working on a prologue and interlude to improve the coherence of the story and try to better connect the third act. In addition, with act IV, we hope to achieve a good closing and a connection of the whole campaign. I also want to thank you especially for the corrections of the texts, it is one of the things that worries us the most because of the low level of written English that we have. It is very helpful.

Regards.
 
Level 3
Joined
Jul 6, 2021
Messages
14
This is my review.

1. History: I don't know if I'm playing a comedy or an epic adventure, everything unfolds in a strange way and it's hard to understand. It is original, yes.

2. Maps: Ridiculously big and wasted, the layout is fine, but the same could have been done on normal maps without unnecessarily lengthening it.

3. Gameplay: I can see the attempt to simulate an rpg, but it stays at that, in an attempt. There are no new mechanics... Approaching an npc to change one item for another does not count it as a new mechanic.

4. Personalization: There are new skills, and new models. There are also the items, which are good, although it would have been better if they had done more, I don't know if I will have counted 9 or 10 in the whole campaign. And the "Armor Sets" thing is a euphemism for "we did one with a higher damage skill"

In general, it is acceptable, but I think there is a lot of work to do.
 
Level 10
Joined
Dec 24, 2019
Messages
120
This is my review.

1. History: I don't know if I'm playing a comedy or an epic adventure, everything unfolds in a strange way and it's hard to understand. It is original, yes.

2. Maps: Ridiculously big and wasted, the layout is fine, but the same could have been done on normal maps without unnecessarily lengthening it.

3. Gameplay: I can see the attempt to simulate an rpg, but it stays at that, in an attempt. There are no new mechanics... Approaching an npc to change one item for another does not count it as a new mechanic.

4. Personalization: There are new skills, and new models. There are also the items, which are good, although it would have been better if they had done more, I don't know if I will have counted 9 or 10 in the whole campaign. And the "Armor Sets" thing is a euphemism for "we did one with a higher damage skill"

In general, it is acceptable, but I think there is a lot of work to do.
I don't know what to tell you, I think a story can be epic and fun. I'm not saying this is it, but it tries. That the maps are very large? Well yes, because it tries to offer exploration and for that you need large maps. Regarding the rest, I am not going to comment on it...

Anyway, thanks for commenting.

Regards.
 

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,765
In chapter 1 you can remain blocked in one of the rooms that are opened with the four levers (N, E, S, W).

Anyways, approved as the one before.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 10
Joined
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Messages
120
In chapter 1 you can remain blocked in one of the rooms that are opened with the four levers (N, E, S, W).

Anyways, approved as the one before.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
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M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
Thanks for approving it.
 
Level 3
Joined
Jan 22, 2021
Messages
11
I have played the full version and the truth is that the score this campaign has seems super unfair, I don't understand the method that people use to score. You have achieved a very good difficulty balance, the heroes and maps are very well designed. The last act seems like a great inclusion to me, it gives a different touch and variety to the game. There are still things that could be improved but from my point of view it should be much closer to 5 than 4.
 
Level 10
Joined
Dec 24, 2019
Messages
120
I have played the full version and the truth is that the score this campaign has seems super unfair, I don't understand the method that people use to score. You have achieved a very good difficulty balance, the heroes and maps are very well designed. The last act seems like a great inclusion to me, it gives a different touch and variety to the game. There are still things that could be improved but from my point of view it should be much closer to 5 than 4.
The truth is that I do not care what score the content I upload has. What interests me are the comments, the feedback, that is what allows us to improve. Being given a 1 or a 5 doesn't mean anything to me. If we were 100% objective when it comes to scoring, seeing some campaigns that are uploaded here, in comparison most of us should not receive more than a 2 or a 3 at most.

So it's not something that worries me, I just want people to enjoy the content and the best thing they can do for content creators is to comment and give their opinion.

Regards.
 
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