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The Mustering of Lorne Mire: Definitive Edition

Submitted by Doma
This bundle is marked as approved. It works and satisfies the submission rules.
The Mustering of Lorne Mire: Definitive Edition


The Scenario

'A tide of undead has swept through the known world. Few now remain to oppose them. Three weeks ago the undead hosts invaded the northern Kingdom of Cecia. The country is in disarray.

Elbury the Stalwart, Captain of the Guard, travels to the town of Lorne Mire where a massive undead force is soon to arrive... Lorne Mire rests at a choke-point, standing between the Northwest and the overrun south. To buy time for the North-Western armies, Lorne Mire must not fall.'

My lord Elbury, General of Cecia.

It is a sombre evening as I write this letter, I must humbly beseech you for aid in defending our humble town of Lorne Mire. You can only be well aware of the doom overwhelming our fair nation of Cecia, much as it is the entire world. I understand you must be preoccupied preparing the defences of your own fiefdom, but I must emplore you: ride with haste to save the gentle folk of Lorne Mire! I ask not out of selfish desire, but rather because our humble town rests at the centre of a bottleneck twixt two mountainous ridges; to defend our lands is to defend your own!

Your own forces must be meagre after the levies were called by our late King, may he rest in peace, but so are our own. Our town has been weakened immeasurably. The Mayor of Lorne Mire, Gedric, revealed himself as an agent of The Forgotten and their sinister ideology. During the night he and his ilk slaughtered a good portion of the garrison before fleeing into Clergy lands. There he awaits his masters, hiding behind a contingent of mind-controlled parish warriors.

Not only this, but during the rebellion hordes of monsters descended upon us, carrying off those defenders who did not die repelling them. The monsters have no doubt been driven north by the marauding undead. Whatever their purpose for kidnapping Lorne Mire's soldiers, they must be stopped and our men returned to us.

Ride to Lorne Mire, rally whatever civilians and allies that can bear arms and prepare for combat. Equip our militia for battle and drive back the monsters. Then you must surely bring justice to the traitor Gedric, curse his name! Then together we will make ready the defences. The undead will arrive shortly and, should they break through the bastion of Lorne Mire, it will mark the end of civilisation, perhaps all life.

Should you emerge victorious, however, you will be hailed saviour of Lorne Mire and surely all of Northern Cecia. If we fall... the alternative is almost too terrible to consider.

Your admiring comrade,

Sir Eric of Lorne Mire.

P.S. Please do not be alarmed, but I must announce that I have had reports that one of The Forgotten may lead the undead force approaching... if that is true, I'm afraid our cause may truly be lost...

*****

The Mustering has returned in its final major installment. The Mustering of Lorne Mire is a single player scenario / 'campaign style' map that has been updated since 2013, but now features vastly improved mechanics, cinematics, models, music and content across the board.

The Mustering of Lorne Mire is a defensive 'campaign map' that can take approximately 50 minutes to complete. It is intended to be fairly difficult, taking the time to find secret characters, efficiently managing upgrades from the blacksmith and unit preservation is the key to victory. Save often.

The definitive edition also adds a whole new area to quest in: The Parish. This rural area outside of the city is defended by a troupe of mind-controlled templars. Can you end the threat they pose and bring justice to a revamped Mayor Gedric before they join the undead in their assault?

Please notify me if you find any bugs, the latest update was very large and although I have playtested it multiple times it's definitely possible some bugs have snuck through.


Basic Instructions

Basic Instructions

Follow the instructions provided in the cinematics and try to keep as many of your men alive as possible. You can rally civilians by moving your hero next to them (please note, only 'militant women' will fight for you, though they will all interact with you upon selection).

Make sure to upgrade your troops at the blacksmith and buy items at the market.

During the siege you may need to retreat to the town centre; the front gate may be overwhelmed but there are additional guards and towers to help with your final defense outside the town hall.

Throughout the map there are several secret characters that will aid in your defense, some easier to find than others.

It is advisable to start by rallying all possible civilians, then targetting the kidnapping monsters and then moving into parish territory.

See if you can find the three secret characters!


Credits

Models:
I have used the following imported models, big thanks to the creators:

Alethos - Villager Kid Female
Aquis - Bart (Villager)
Callatian - Elbury (Templar)
Cavman, Kuhneghetz - Female Footman (Guardswoman), Peasant Woman
Cloudwolf - Secret Character (Demon Hunter)
Chilla_killa - WOW Banner
ChirusHighwind - Target Spell Icon
Darkfang - Human Chaplain Icon
Direfury - Human Captain and General (Parish Footsoldier)
Fingolfin - Wheat Field
Freddyk - Dark Liason + Kei'thiras (Dark Soldier)
Grendel - Calcium Behemoth (Bone Construct) + The Watcher (Herald of Alteration)
Grey Knight - Dummy
GreyArchon - Warded Armour (BTNRunewordRed) + Secret Character (Dismounted Huntress)
Happy Tauren - Man-at-arms (Footman Revised)
HerrDave - Bishop Hero (Bishop) + Homestead Doodad
Kitabatake - Crossbowman (Crossbowman), Risen Horror (Porcupine)
Mr Goblin - Zombie, Ghoul, Abomination, Necromancer Reskins! (Big thanks!)
Sellenisko - College Necromancer Balanesh (InquisitorMalendis)
Shiik - Peasant Archer (JakiraSilkwood)
Sin'dorei300 - Log
sPy - Righteous Fury (Holy Aura)
Stefan.K - Mayor Gedric (Alonsus Faol)
Tranquil - Knight Eric (Mounted Royal Captain)
Urkdrengi - Ironherald (DwarfWarrior)
67chrome - Skeleton Archer (ReturnedArcher)

Music:
ShadowTor Studios: 'Climb The Hill'
Mikko Tarmia: 'Amnesia OST - 07 - Theme For Unknown' + 'Amnesia OST - 10 - Grunt's Appearance'
Martion O'Donnell: 'TFL Win Theme' + 'TFL Lose Theme' + 'Out of the Barrier'
Dan Salvato: Easter Egg Theme
Nobuo Uematsu: Burmecian Kingdom


Game Screenshots

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Update List

08/08/2014: Added a custom preview image
10/08/2014: Sweeping terrain, model and map improvements.
12/08/2014: Fixed some sound bugs, minor terrain improvements
10/09/2016: Version 2.0 Launched, sweeping improvements across the board. Secrets added. Game rebalanced.
12/09/2016: Several bugs removed. Game rebalanced slightly. New spells for bosses, new enemies emerge from the graveyard! Defend must now be researched in order to balance the troll camp with the ogre camp. Various terrain improvements.
13/09/2016: More bug fixes. New quest added, all quests now complete!
22/10/2016: Bug fixes
14/11/2017: The secret character should no longer spawn in the incorrect position... oops. Improvements to tooltips and extensive terrain improvements. Bug fixes / trigger improvements.
25/11/2017: Improvements to terrain. Added content. An extra secret! Adjusted difficulty. Removed the strategy tag as it is tied to Risk.
22/12/2017: Definitive Edition Update. Added large amount of content, Parish Area. Improved terrain further. Improved all cinematics. Improved game functionality. Added new models, new quest. Reworked story progression. Added new upgrades, new secret character. Added easter egg. Added epilogue.
23/12/2017: Adjusted keybindings, tweaked cinematics, fixed multiple typos. Fixed several bugs in triggers. Tweaked Map Description. Added a Chaplain icon.
14/01/2017: Adjusted some triggers. Added a skip timer function after the 'Knight Eric' cinematic. Increased timer by 3 minutes because of this, now you can take a bit more time to explore and not feel rushed, but not have to wait around too long if you finish early.
17/01/2018: Added flavour text through items to every unit in the game. Fixed several bugs / typos.
21/01/2018: Made the two "bossfights" more spectacular and difficult. Several cinematics tweaked. Numerous typo fixes. Loading screen info adjusted. Numerous trigger edits. Hive description inc. Knight Eric's letter edited. Behold the Forgotten!
Also fixed extra typos and fixed other instances of cinematics not working as intended.
31/01/2018: Balance changes, the final army is largely weaker across the board. Terrain adjustments. Removed campaign tag due to request, it being only a single map. If people think the campaign tag was helpful in identifying the style of this map please let me know.
12/03/2018: Hardmode added. Bug and typo fixes. Rebalancing.
02/04/2018: Terrain adjustments. New hamlet added with a new Ogre, artifact and some "easter egg" (happy easter guys) potential for ressurection to acquire new units.
08/06/2018: Terrain adjustments, new tiles bestowed by the new patch! Balance changes, hard mode should be less sweaty. Gedric now drops a scroll of ressurection. Slight cinematic improvement.
12/06/2018: Further terrain adjustments. Gedric should now always drop a scroll of ressurection. Secret character buffed (too squishy!) Some weak shop items buffed. Some typos fixed.
18/8/18: Added 3 Unique investments (available at the Blacksmith), providing interesting new ways to defend Lorne Mire, more decision making when spending your valuable pennies!
19/8/18: Cleaned up a lot of triggers (let me know if you encounter any bugs, its possible some have snuck through). Made a host of terrain and model adjustments. Slight buff to the enemy as I felt the game is a bit easy at the moment. Whilst fighting the last encounter on hardmode the world will plunge into darkness.
20/8/18: Expanded the forests south of Lorne Mire, granting more opportunity for gold. Beware the Watcher's gaze (new flavour event for the eagle eyed, taking place at the exit North of Lorne Mire). Adjusted several sounds. Redid some flavour items. Fixed a bug where war hounds would roar eternally with no cooldown. Lit up Lorne Mire a bit more to make Hard Mode darkness less obnoxious.
26/8/18: The timer trigger was broken when some triggers were merged, oops! Fixed it, also uploaded new screenshots! Rebalanced slightly and fixed some typos / faulty behaviours. Please let me know if anything is broken!
14/9/18: Fixed some bugs (Bishop healing during cinematic, Archer Militia spawing incorrectly, music incorrectly resuming after the undead arrive)
11/11/18: Clarified some tooltips (the Dwarven Ring specifically stating that it's simply an item to sell, for example), fixed some minor audio problems, finally solved the 'units ressurect with an empty inventory' problem by simply removing their inventory ability when they die. Should stop people trying to give these units items and then being surprised when they can no longer drop them.
06/01/19: Some terrain improvements, cleaned some triggers. Again the timer appears to have been broken somehow, which has now been fixed.
07/07/19: Ideology update. New building: "The Scholar's Hall" & corresponding ideology militia upgrades. New secret character, available only to those who score the maximum possible score (hard mode + all secret characters activated & survived). Various improvements inc. development of Ogre / Troll areas. Some dialogue updates.
09/08/19: Some music improvements, trigger fixes to stop music resuming at inappropriate points etc.
12/08/19: Some triggers seemed to no longer function optimally with new update, fixed. Fixed some tooltips. Added further information to some blacksmith upgrades. Added vision of the Scholar's Hall post-upgrade. Some text adjustments. Flavour item given to M____a.
17/08/19: Fixed map description, incorrectly states map takes 30 minutes to complete.
18/08/19: Fixed some bugs caused by new updates, some sounds were not triggering. Added undead bats to final attack that will directly target structures. This should give more use to existing repair units.
30/08/19: Ideology Upgrade now grants 3 bonus militia. There appears to be a consistent error where sometimes the Bonus Upgrades (Peasant Bows, Ballista etc.) do not function properly. I've taken a stab at fixing these but I have genuinely no idea why this is happening as it isn't consistent and works most of the time. Cleaned up some triggers.
03/09/19: Cleaned up more triggers. Fixed an issue where bats do not spawn if you hit -skip. Fixed rare circumstances where the player could intentionally trigger multiple cut scenes at once.
15/11/19: Expanded starting area. Rebalanced structures / bats slightly (structures now have more armour and should not be so vulnerable to bats). Fixed some minor bugs.



**Last Updated 15/11/2019**

WARNING: DUE TO LATEST BLIZZARD PATCHES SOME FUNCTIONALITY MAY BE SUBOPTIMAL.

Keywords:
Undead, Invasion, Defence, Medieval, Singleplayer, Scenario, Campaign
Contents

The Mustering of Lorne Mire (Map)

Reviews
Moderator
14:32, 3rd Apr 2013 Orcnet: decent map for a single player, although that timer is kinda long it would be great if you have a trigger that will set the timer off and start the undead fight for those who finish all of the quests quickly and another is...
  1. Doma

    Doma

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    I feel like adding more screenshots would be rather arbitrary? That comment is from 2013 when there were no screenshots!

    What sort of screenshots do you think would be helpful to include?
     
    Last edited: Dec 21, 2018
  2. InSaNe_97

    InSaNe_97

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    Mhm some from gameplay and some most interesting thing, you know better than me XD.
     
  3. Ardenaso

    Ardenaso

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    Side quest suggestion?

    • Elbury stumbles on some orc village while questing on the forest, who has a problem with a band of orc necrolytes and death knights, and another band of orc warlocks and battle-lusted chaos orcs, defeating them adds orc grunts, shamans, and a far seer to the Garrison

    • Elbury stumbles on some druids who have a problem with a corrupted ancient and corrupted treants, defeating the lich/necromancer taskforce adds druids of the claw, druids of the talon, and an archdruid to the Garrison

    • Elbury finds a lone cage that has a barely alive blue troll, escort the troll safely to its enclave and hold out the attacking undead to add troll priests, raptor riders, and a direhorn rider to the Garrison

    • Elbury finds a tauren/minotaur/bullman refugee inside Lorne Mire who requests to save his kin from banshees, corrupted ancestral spirits and a lich taskforce to add axemen, totem warriors, spirit walkers and a chieftain to the Garrison

    • Elbury stumbles on some high elf camp who has a problem with a band of demon-corrupted elves and their blood mage leader, defeating them adds priests, archers, sorceresses and a ranger general to the Garrison
     
    Last edited: May 12, 2019
  4. OblivionDeadra

    OblivionDeadra

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    That suggestion would be cool for gameplay wise and also it would also give more flavor for the sidequest
     
  5. Doma

    Doma

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    Interesting suggestions! I'll try to implement a troll escort quest, though it may take some time.

    In other news the next update will now have a Scholar's Hall which will allow the player to choose one of two distinct "ideologies" that will buff militia in either attack or defence. It's a five minute long upgrade that should make the hordes of militia you get less useless in the late game. It's complete though I'm not ready to upload an update just yet!

    I'm also trying to make the troll / ogre areas a bit more interesting with ramshackle towers for the trolls and perhaps a catapult or two for the ogres. As well as a few terrain improvements for the city.

    I also keep starting to add cut-scene skipping but its such a lot of effort / time that it may or may not happen. We'll see!
     
  6. Ardenaso

    Ardenaso

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    I just thought maybe those quests would add some more lore tidbits here and there. Maybe make it that for every side quest completed the final wave also gets a contingent of undead related/paralleled to the side quest.

    I added more suggestions.
     
  7. OblivionDeadra

    OblivionDeadra

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    Mind I also suggested the new update would feature second hero?

    Any kind of hero

    Like range or something. But only available for optional quest or better yet
    It requires all completed found secrets and then encourage them to play the second time but this time you will stumble upon prison hero is either a mage or an ranger :)


    Okay that's kinda a overkill for your pov but hey one suggestion wouldn't hurt

    Edit: I just realized is almost possible due to you know it took a lot of time and it would require some kind of system in order to work.
     
    Last edited: May 12, 2019
  8. Doma

    Doma

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    That's not a bad idea actually, it could add some replayability to the map. It would be fairly simple to put in the "epilogue" cutscene a secret code that unlocks a second hero (if as you say you unlock all the secrets).

    I've also been toying with the idea of expanding the map size as that could add some more breathing room. I've always wanted things to be a bit more tactical but once your army is a certain size it just becomes a matter of "blob up and do your best to heal the front line troops".(*EDIT* I may wait until Reforged for this)

    With that in mind I may release a partial update soon with the "ideology" update as some of these other features may take some time to implement.
     
    Last edited: May 17, 2019
  9. Doma

    Doma

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    Took a while but the "Ideology Update" is out. Ideology upgrades allow you to request scholars to instill a sense of either Hope or Desperation in your militia, two distinct flavourful upgrades that make militia a bit more relevant into the late game (either +hp & regen or +dmg & attack speed). There's a new building 'The Scholar's Hall' that conduct one of these two upgrades for you & a relevant NPC to activate it. Once the upgrades are active you can even see floaty flavour text hovering around the building as the scholars preach to the masses.

    Other updates can be found in the update log. Quite a few things inc. a secret character for those who've gotten the max bonus points (as suggested by OblivionDeadra, thank you for your continued support :) I included your name as the code to unlock the secret character).

    In future I hope to potentially increase the map size (though this would depend on how the reforged situation unfolds) or otherwise add any improvements as I come up with them.
     
    Last edited: Jul 8, 2019
  10. OblivionDeadra

    OblivionDeadra

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    Well i done playing this map.... TWICEE

    and it was a good experience

    Like my reaction from the end credits about my name as a code burst into laughter and happy at the same time

    While the second time playing this map using my name as a code.

    and the rest i'll just pm you

     
  11. OblivionDeadra

    OblivionDeadra

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    Um there will be a prequel to it? But a perspective of an south kingdom fighting against the undead before their downfall?
     
  12. Blasterixx

    Blasterixx

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    My review for this cute map! I played it on hard, on the latest war3 patch.
    ~~Negatives/Bugs~~

    - The knight's passive tooltip is wrong, it should be 10% to deal 200% dmg not 100%, since he has 40 dmg and crits for 80 dmg.
    10 of 2x not 1.png

    - How did the guards know that i slayed the necromancer? i didn't return with anything, so why did they belive me when i told them that, what if i was lying? Elbury should return with the necromancer's head to prove he actually solved the problem otherwise it doesn't make any sense for the guards to belive him since they didn't open the gates the first time.
    any proof baby.png

    - Cannot skip cutscenes!!! Since i had to restart a few times i had to rewatch all the cutscenes!

    - You should implement an anti cheat system for the hard difficulty, this way ppl can't just cheat their way through the map at hard and say they did it! The cheats that should 100% not work in my opinion should only be "whosyourdaddy", the other ones are fine.

    - Units and especially the Hero seems to block each other A LOT, something is off with his hitbox or something, it was really annoying running with him beside other units.

    - I would like the timer to be raised to 40 mins, since we can skip to the last battle anyway, this will give the player more time to read and explore the entire map and basically not be mega pressured by the timer for doing that.

    - The balista tower upgrade from the blackmsith is not doing anything.

    - "Gather the hounds!" and "peasant bows" upgrades were pretty vague in my opinion, i have no idea what they do.

    - The thing with the sun btw when the undead wave starts attacking, didn't like it at all, it was really hard to see anything, so i just saved and reloaded, it seems like doing that will make the lighting go back to normal, i think you should make the darkness effect more visible or just delete it all together, making it night would be enough.


    ~~Other~~

    - Is this a secret or?
    is this a secret or.png

    - So what is the score at the end based on?
    wht.png

    ~~Positives~~

    - I like the fact that women can join Elbury as well in defending the city and not only men.

    - I loved all the small chat that you can have with all the people in the village, each telling their own small, unique and funny story.

    - Gotta say The Ironherald dwarf and Aryss the elf were really cool to have, not only they looked cool and had nice stories/abilities but they actually were a major help in the last defense as well.

    - The abilities were on q w e r great!

    - The skins used for undead especially looked really awesome, they trully were a scary bunch.

    - Loved all the secret places that you can find all over the map by exploring a little, my favorite is Monika :wink: loved her dialogues.
    hehe.png


    I enjoyed this little campaign, The story might be a little bit overused but it worked well in this scenario since it was done masterfully!
    It might have been a bit too short as well for my liking but maybe in the future you will develop the story into a full fledged campaign with lots of other missions, if u had the time and motivation of course. Thanks for creating this and i wish you the best for your future projects!
     
  13. Doma

    Doma

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    Thank you for the review! I'll reply point by point!

    Negatives:
    - Thanks, good spot! I think I meant for it to read 100% bonus damage but fudged it aha. It's fixed and will go live with the next update.
    - Hmm the Necromancer head idea makes sense, I'll try implement that too.
    - Cutscenes, now I really do want to make these skippable but the work involved is actually way more than you might think. I still want to do it in future though!
    - Anti-cheat is an odd one. I know it's hard coded with ways to get around it and I have considered it as I like the map being difficult to beat, but I kind of want the map to not be closed off to casual players. The bonus points being based off of secrets is kind of my answer to this, if they just WhosYourDaddy to victory it won't guarantee them the best ending.
    - That's strange, I've not encountered that before. It might be because I reduced the collision size of a lot of the front-line troops, so his default hitbox may seem larger in comparison. I've reduced his a bit to be more in line with the others.
    - I've been thinking of raising the timer, I might do that next patch. I do like the frantic pace and replaying to know the most "efficient" paths though so it may be by only a few minutes. But as you say replaying isn't so satsifying if you have to watch the long cutscenes everytime.
    - The ballista upgrade provides the towers with about a 50% damage and range bonus. It's tricky to see since you don't own the towers, but if you mouse over their upgrade should go from 0 - 1 after you research it.
    - The tooltips on these could be better you're right. Gather the Hounds basically spawns a few guard dogs which provide "Roar" during the siege that guard the town hall and gates. Peasant Bows provides a few peasant archers and a barrage effect to the town hall. I'll try to rewrite the tooltips.
    - The night effect is a bit obnoxious I agree. I've tried to make it less dark with more light sources but the blizzard dark mesh or whatever it is really is very dark. I'll see if I can't brighten it up more.

    Other:
    - That's a secret yep! If you want a hint Aryss has a special amulet that can see invisible units hidden away in her house.
    - The bonus points are based on how many secret characters you both find and keep alive past the last battle. Think of it like "How strong is the garisson you leave behind at the end of the map". You'll get an epilogue message for each character you save in the credits, telling you how they contribute to the town's defence.

    Positives:
    Thanks so much! I'm glad you had a good time! I've always toyed with a full campaign and was tempted to give it a go recently, but with reforged coming out I'm kind of going to see how map-making evolves.

    Thanks again for the feedback!
     
    Last edited: Aug 12, 2019
  14. OblivionDeadra

    OblivionDeadra

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    :( Rip

    Yup :p and plus we could just undo the cheat at the end soo that the battle will be intense it give us lotr battle of helms deep vibe.

    You will need to complete 100% like collect all the secret characters and keep them alive and you will be surprise that there will be one more character that was unlock.
     
  15. Doma

    Doma

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    New update, annoyingly I think some of the latest blizzard patches have messed with Fade Out rates? Some music that used to smoothly fade out now cuts out dramatically no matter how much I edit the sound file in Sound Editor. Oh well. Anyway, I've also fixed some other sounds that were no longer functioning.

    I've also added undead bats to the final siege, these will attack structures directly. I've always felt the repair units have been a tad useless so now they'll have something to do. To balance this I've made towers fortified so they don't get shredded too quickly. The barrage upgrade for the town hall should feel more impactful now as well, as it's the perfect counter to the swarms of low health bats.
     
  16. Otherknownoise

    Otherknownoise

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    Man! How should I suppose to defend bats, you really should test it on hard mode, it's impossible!!! Repair units are no enough, plz delete bats!!! At least decrease their number. They can destory town hall within minuate!

    Also I don't know how to open Gedric's gate, but I find that miner can attack trees, or walk through troll forest place to get inside the graveyard.
     

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  17. Doma

    Doma

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    Hmm strange, when I tested it a few months ago they seemed to be on the weak side. I'll test it again and nerf them if nessecary its possible I accidentally added too many in a final tweak. Might buff the armour of the town hall as well as a big structure like that should be quite safe against a few bats.

    You can open Gedric's gate by talking to the Bishop just West of the Cathedral and taking him to the circle of power.
     
    Last edited: Nov 9, 2019
  18. Otherknownoise

    Otherknownoise

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    Well I tried again and still can't defend bats, I'd better play easy mode next time.:D
     
    Last edited: Nov 16, 2019
  19. The_Messenger

    The_Messenger

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    It was a pleasant experience. It took me 2 tries (Elbury got stun locked by a Ogre cook that attacks like he's on drugs and died) and finished it in nearly 52 minutes on my second try.

    Pros:
    - Although the map is mean to be played in a single run, it contains a lot of lore about the people living there. Every person in the town has their own unique line set if you click on them (including children).
    - Every person has a skill/item with a lovely description letting you get an insight of the world
    - Challenging map that makes you consider your unit management for the final confrontation
    - Creative and ingenious secrets

    Cons:
    - Despite the attention to lore and the life breathed into the map, you are hard pressed by time to properly enjoy everything the world has to offer
    - In some places the music blared out very loudly while in some places it was very soft and I had to tune my sound system manually
    - You lose your towers almost instantly because of the Lich, their firepower would have come in handy for the last wave
    - Despite the ending the story feels like it's not done. You are thrust in what seems to be the end of a canceled campaign, tempts you with an interesting story you would like to learn more about and then ends abruptly knowing that Cecia became a bastion of light while the rest of the world is in shambles or an undead wasteland
    - There isn't a clear view on the religion the people follow. There are some lines that contain the word "the light" which is quite common among fantasy stories, while the dominant word is "God" each time someone talks about the entity that is the embodiment of light. So you have a nameless entity referred to as "God" and is sometimes refereed to as "the light"

    Overall I enjoyed the map almost to it's full extent. I finished the Hard Mode, found 2 secret companions and received a score of 3/5. Despite the brief experience it is sad to see that so much attention to characters and solid foundation for the basis of a great campaign will never see more development.
    It is a pleasant experience for those that like defense maps, enjoy a challenge and are interested in lore. I grade the map with a solid 4.1/5.
     
  20. Doma

    Doma

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    Thank you so much for the feedback!

    I'd very much like to do a full campaign but I've been holding back until I have a clearer view of the map-making scene post reforged. Depending on how it goes I think I'd like to either vastly expand the size of the map / depth of the quests or add more missions to make a full campaign.

    Hopefully the new world editor is as good as or better than the current one. For example I've been having trouble with sound files as it sounds like you've noticed: the sound editor seems inconsistent in its application of volume, fade in/out rates etc since Blizzard started fiddling around with updates this past year. At least I've found that sound effects / volumes that seemed to be working correctly in previous patches no long function as intended (for example some sound bytes / music that smoothly faded out can abruptly cut off despite them seemingly working fine in the editor). I'm hopeful the reforged world editor will fix this. Although that in itself raises questions re: the custom model scene and if the variety and depth of the current custom models will follow over. Unsure if there are many modders who can make textures as high quality as the reforged models or not.

    Either way hopefully things will be set for a full campaign or an expansion to the current map!