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Throne of Azora 1.10

Submitted by tyci
This bundle is marked as approved. It works and satisfies the submission rules.
- Tyci Presents -
THRONE OF AZORA
Created by Tyci

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Map Info:

A story driven game with RPG features, which takes place in the Kingdom of Azora, a medieval world with little fantasy elements. Take control of Ethan, a veteran soldier and his companion Sammy, a dog.
The game begins with our hero coming back from the army to his home town, but not everything is as he left it. After the Mayor died, his daughter Sarah took over and she can't keep things under control - bandits have begun raiding the nearby farmers, which makes food scarce. Ethan wants to help return things to normal but this is only the beginning of his troubles.

Gameplay:

During the game you will be making important decisions to the story, which have their consequences, so choose wisely. Almost every main and side quest will have this feature.
It's an open world game with many NPCs doing their own daily routines, while you travel around the world, discovering hidden routes and caves.
The main aspect of Throne of Azora is its story. While beginning as a simple quest, it slowly increases the scale of events. The story takes around 1,5 hours to complete without completing any sidequests.

Screenshots and Videos:

Terrain Screenshots

Image 1:


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Image 2:


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Image 3:


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Gameplay Screenshots


Image 1:


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Image 2:


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Image 3:


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Trailer





YouTube Playthroughs












Change Log:

Versions


Version 1.0a

Checklist:
  • Major bug with Ethan or Sammy dying triggering a cutscene

Version 1.01

Checklist:
  • The ambush ends after some time now as well.
  • All characters essential to the main story are now invulnerable.

Version 1.02

Checklist:
  • You now cannot access all areas you are not supposed to visit.

Version 1.03

Checklist:
  • Shortened loading time.
  • Fixed some minor grammatical errors.
  • Better item descriptions.

Version 1.04

Checklist:
  • Improved terrain and doodad placement.
  • You now have to be near the person you want to talk to.
  • Most Main Story cutscenes are now skippable.
  • Fix the green icon of the The New Mayor quest.

Version 1.05

Checklist:
  • Fixed bridges and waterfalls (I think).
  • Fixed the messenger teleporting bug
  • The scout bug is also fixed.
  • The cult member in the forest as well.
  • Some minor tweaks.

Version 1.06

Checklist:
  • All of the companions are now revivable.
  • All of the companions now have a cinematic after the events in the village.
  • Lopez has a new icon.
  • Bugs from the comments fixed.

Version 1.07

Checklist:
  • Sarah is no longer a brutish orc warrior
  • Sarah now properly doesn't follow you to war
  • Lord Korious and the final boss is now slightly more challenging


Version 1.08

Checklist:
  • Fixed the 2 bards bug
  • Added Tips to the Quest Log
  • You can properly now gain exp for creeps beyond level 5
  • Lopez now no longer has heavier armor than Bert
  • Crowd disperses after killing the Herald
  • Added the light blue Non-Combat Consumable text to Dinner
  • Added a timer of how long you are playing, total
  • Added some more secret locations
  • Added a Legendary Item
  • Added a horse to carry your items around
  • Added some more music to the game
  • Removed selection during cinematics
  • Gold now has a usage
  • Added 3 new quests

Version 1.08a

Checklist:
  • Fixed the bandit quest
  • Added a few more tips
  • Ethan now plays his attack animation instead of spell when using Critical Strike
  • The bridge is now actually being repaired.
  • Added the calculated shadows.

Version 1.08b

Checklist:
  • Sammy will no longer lose inventory (if previously purchased) when using Wolf Rage

Version 1.09

Checklist:
  • Assassins Creed quest rework
  • Korious quest has a bigger region to start cinematic
  • Changed some dialogues and grammatical errors
  • All cult members now dissapear directly after killing Korious
  • Changed Agamand skills to make them more intuitive
  • All companions now have inventory
  • After the bomber during the siege dies, there will no longer be a warning about him
  • Changed the final cinematic
  • Rocks blocking the way further on, now dissapear earlier
  • The Angry Farmer's Son now gives a tip to the Bandit Lord's location
  • The location of the mine is now in the quest log in its appropriate quest
  • Fixed the tables in the palace

Version 1.10

Checklist:
  • new interface
  • fixed wolf rage inventory loss bug
  • portals effects no longer remain
  • ent guardian now properly drops nature crystal
  • peasants are now invurnerable to stop exploiting
  • its no longer possible to go out of bounds in the mushroom forest
  • summong Korious no longer kills anyone besides acolytes
  • fixed the ambush cinematic
  • Your companion will now drop his items in Boroga Keep before the ambush cinematic
  • rewritten the Boar Tusk quest
  • rewritten the Werewolves quest
  • throwing knife is now properly visible in the final cinematic
  • made the last boss slightly more challenging


Credits:

Special Thanks:

Greg
eragon996
@Jayborino
@tugay
ButcherT


Also thanks to:

Models:

  • CloudWolf - Valiant (main hero) model
  • Levigeorge1617 - epic footman model
  • Sliph-M - bard model
  • Tarrasque - blood elf girl, retributer modelsl
  • MassiveMaster - walls, buildings models
  • Amigurumi - houses models
  • -=Emergenzy=- - mine wall model
  • Aquis - badass villager model
  • takakenji - orcish wall model
  • jetfanginferno - sand wave model
  • callahan- crushing wave missile model
  • eubz- cathedral model
  • Lord_T - corpses models
  • l0w_kwaliti - king2 (goren) model
  • Tranquil - king, siege tower models
  • wingednosering - undead bererker model
  • imforfun- tent model
  • hellblazer-14 - tomb model
  • sunchips - grass model
  • WhiteDeath- werewolf model
  • marcus158- lightning ring model
  • Fan & xXm0RpH3usXx- epic werewolf model
  • Direfury- templar models
  • Wandering Soul - archer model
  • Mike - catapult model
  • Hayate - ram model
  • Kuhneghetz - Waddle Dee & Waddle Doo & Red Mushroom models
  • Alastor - HeroViking model
  • Direfury - runic aura model
Skins:
  • Daenar7 - Runic Soldiers skins
  • MR. Goblin - Hellscream skin
Icons:
  • FrIkY - main hero icon
  • The_Silent - medieval icon pack
  • SkriK - dog treat icon
  • BLazeKraze - wolf aura icon
  • -berz- - sword strike icon
  • Lelling - footman icon
  • yakonshus - Lopez icon
  • Edge45 - Fire, Earth, Air Crystal icons
  • PeeKay - sphere of nature, elemental stone icons
Music:
  • Nights Amore and Solestia - Sadness
  • Audiomachine -Terminus, Death Mask, 11 Days in Hell
  • Gothic 3 - Death
  • Star Wars - Emperor's Throne Room
Loading Screen/Map Preview Image:
  • TezW



Check out the prequel here:
Throne of Azora: Revelation



Map Description Template Created by -Kobas-
Find more here: Map Description - Templates
Contents

Throne of Azora 1.10 (Map)

Reviews
Moderator
15:25, 26th Mar 2016 Ardenian: An interesting, quest-based RPG. The story is interesting and a great focus lies on it. However, there are many small points reducing the game experience, like misplaced bridges, too small camera borders, so one...
  1. Supernickman 32

    Supernickman 32

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  2. Zekrom

    Zekrom

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    Now THAT is a called an rpg.Man!it was awesome.must have spent a lot of time.found no bugs.but the ending was not good.i cried a lot.but i am excited to see the sequel the mysterious figure and all..just thinking about it makes me excited.
     
  3. tyci

    tyci

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    Thanks Zekrom! Nothing feels better than hearing that someone cried over my game ;DD
     
  4. DarkSword123

    DarkSword123

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    OK good map good map i like it found a bug in the Miners Peril quest i went into the mine and kill all the angry miners but after i talk to Greg i've decided not to save him but try to go to the end of mine and try to blow up the barrels so Greg can't suicde.....but he was already there so i don't even need to save him at all ? also i'm still scouting the forest i pick the swit scout off 1 by one then a cinematic show up where all my guards die and Ethan die as well then he said "Sammy....I'm sorry" then the screen went black and i'm completely stuck in a cinematic
     
    Last edited: Jun 22, 2016
  5. Ardenaso

    Ardenaso

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    If I'm not mistaken, using iseedeadpeople will sometimes causes cinematics to bug out and loop many times.
     
  6. Knight of Arsford

    Knight of Arsford

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    For the best Throne of Azora experience, don't cheat lol.
     
  7. deepstrasz

    deepstrasz

    Map Reviewer

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    If it only has one map, I don't think it qualifies as a campaign.
     
  8. DD Mikasa

    DD Mikasa

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    I played through the map and i have to say its quiet enjoyable and the terrain is good(above the avarege you see in here anyway) some issues i had with the map are:
    1.After the revolt quest line another bard reswpans and they become two and thats kinda wierd xD
    2.Quests are pretty basic/and scarce for a map this big i thing you could have added some more and in-debth quets
    3.There is no tip that shows us the bards acually heal i learned that during the end.
    4.No matter how hard i tried i could not assasinate the herald from the shadows
    5.Spells lack creativity.
    6.Even tho terrain is pretty good...I feelt that you could have done a better job with the town(the one we first reach) in fact it looks more like a village in its current state not a town
    7.Despite being into campaign section...The map does not show when i put it in the campaign folder but when i put it in the regular map folder it does...Might wanna check that
     
  9. Vindeus

    Vindeus

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    I played the map twice while making different decisions in both playthroughs.

    I have to say that unfortunately, I found the whole "different decisions" aspect of the game to be rather underwhelming. The decisions don't change the game all that much.
    Even the main story decisions. I would have thought that siding with a different prince would make the story take a different turn, or at least make Ethan and Sammy go to different areas. I was very disappointed.
    I think part of the reason for that would be the fact that the game is rather easy. I had no difficulties with any section of the game regardless of my decisions. In relation to that, I never needed potions, which rendered the shops in the game completely useless.

    On that note, gold was also completely useless in the game, since there was no point where you could buy something more useful than anything you could find from quests and drops. The most pointless item would be the teleport scrolls, since there's no reason to go back to areas. Although, even if they WERE helpful, the fact that only Ethan can carry any items at all meant that anything not helpful to combat was just a waste of an item slot.

    The siege near the end of the game seems poorly designed. I don't know what the lose condition is, but I lost all my men aside from the archers as well as all the citizens but still didn't fail. The archers, Ethan, and Sammy did most of the work. The invulnerable towers seem very overpowered.

    I'd also like to note some bugs:
    • In the barracks late in the game, there are some barrels behind the bed. Making Sammy use his pouncing move on one of the barrels caused him to somehow end up in the palace.
    • My companion kept punching the scout during the cutscene and killed him.
    • One of the siege towers at the south wall got stuck and never released the units it was carrying.
    • Ethan and Sammy will stop gaining exp from enemies with levels (like bandits) at level 5. They start getting exp from these enemies again after they receive exp from an enemy with no level (like werewolves).
    Overall, I guess I might have gone into this RPG with too high expectations for the decisions mechanic. Aside from that though, other gameplay aspects of the map also detracted from my experience. 3/5 from me.

    Side note, I don't think this map should be tagged as a Campaign. I was under the impression that campaigns had to be a different file type, and needed to consist of multiple maps in one.
     
  10. LOLFROG

    LOLFROG

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    That is one the best map in the HIV
    I give it rate 5/5
    And please make another map like this
    Really thanks
     
  11. tyci

    tyci

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    Thanks for such a thorough comment Vindeus. The game is easy because i wanted to make sure it was completable without doing any side quests, so that everyone plays through the story, which is the main aspect of the game. The decisions however make it more personal, but the overall plot stays the same. And of course I will fix the bugs in the next versions.

    Cheers man :D
     
  12. tulee

    tulee

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    Hi TyCi,

    I am surprised this map has not gotten more attention. This was extremely well made, with an excellent plot.

    The total number of enemy creatures ( excluding final wave of enemies ) was probably under 70, and this was such a good idea. So many Rpgs these days are just filled with enemy units that it is easy to lose interest. You had a wide landscape with few enemies, and i salute you for doing this, for it made the campaign amazing.

    I don't know what else to say, this was really worth my time, and after seeing you adding that scene at the end where Ethan ( i think thats the main character's name ) first met Sammy, i really felt that you have a talent for telling a story.

    Thank you so much for making this!
     
  13. tyci

    tyci

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    Thank you Tulee, the scene at the end was in fact the first scene I came up with, as I was making this map :D
     
  14. deepstrasz

    deepstrasz

    Map Reviewer

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    Some of my thoughts about this...

    General

    -units selected during cinematic mode; happened with the Fisherman's wife and with her husband; guess it might happen with other units as well
    -spells are pretty much Warcraft III-ish and so is the gameplay
    -in terms of story, there are many quests that are there to be there; I mean who would ask a total stranger to fetch her husband? And of course to be further sarcastic, the distance between the home and the boat :D
    -the camera in the mine can be reset to normal but not unlocked pressing DELETE; same for the double bridge to the east of the mayor's village
    -many items have icons changed but they are actually basic Warcraft III items
    -the terrain is quite flat in the mine; wonder how they leveled it so finely
    -funny thing is that you fail the quest if Greg dies before getting the mine quest :D
    -Greg wasn't really hidden like that other miner from those lunatics
    -getting out of the mine is easy because there's no real danger than the timer that only forces you to move
    -after finishing the quest A Murder Weapon I've got three messages one telling 1/3 quests completed, another 2/3 and the last 3/3; after actually finishing all three, no message was given; it might be because I've saved the guy in the mine before getting the mine/main quest with 3 villagers?
    -Lopez has heavy armour while he has no visible armour on him but Bert has and his armour is Medium :p
    -during cinematic mode and not only the outer parts of the mayor's office can be seen and they don't look too nice; same with the Winter's Rise feast room and palace hall
    -secret places are not really concealed
    -it's a bit annoying that walking on the two bridges east of the mayor's village changes the camera and plays some music
    -so much for friendship; I guess Lopez is more useful, at least while Bert remains in the village (maybe to ensure order?)
    -choice results can be seen using save-load; I'm not entirely sure how much they actually affect the course of evenets
    -asking about dinner and getting him to whistleblow :D; then the soldiers already discovered and confirmed the camp's location
    -the scene with the criminal and the Footmen in the eastern fortress needs rework; choosing no will just make the criminal run while one of the Footmen attacks him once and then returns to speak to the hero while the others don't move an inch
    -going to the revolt makes the hero and his friends try to attack the rebels because they're enemy units while the guard speaks to the hero facing nobody
    -green undead buildings appear in the cult's camp after taking the quest
    -how do you kill the herald from the shadows? Is there an invisibility potion/spell for it?
    -after the herald dies, the people still remain assembled there
    -Critical Strike deals quite a big damage to buildings; intended?
    -returning to the revolt leader after speaking to the steward ended up with destroying the barricade but one villager attacked and was killed; then fun fact: the soldier said it was all without violence :D
    -one lady at the feast came in underwear :D
    -a nice plot twist would have been for Agamand to actually have sent the assassin; yeah, exactly what I was thinking :D
    -why would the Swits reveal their plans!?
    -I really thought he'd die.. besides why didn't the Swits make sure to kill them all especially after revealing their plans?
    -well archers shooting the mobile towers isn't quite realistic but makes nice gameplay
    -the bomber can be killed with the hero's first spell from inside the walls, intended or not
    -so why didn't the archer towers shoot the traitor before he got through the main gate :D?
    -why didn't he have any love interest or kids or something?

    -Milroth Ironsiege went to attack a footman that was Defending instead of the player's units


    Suggestions

    -hints would be nice to be placed in the quest log in case you forget or miss them; especially the important ones like -stuck
    -stop the wolf and other units from moving during cinematic mode as they might get in the way of the camera
    -maybe make the important people/quest givers invulnerable just in case? :D
    -music should be played through it's proper channel using the trigger Play Music not Play Sound
    -for items that should not be used during combat you could leave the light blue Non-Combat Consumable text that, for example, the Healing Salve has in its description
    -I suggest faster regeneration rate for items which aren't meant to be used during battles
    -abilities could be more diverse either let the player choose from a couple of many more and/or create some combos between them (more replay value); that or more heroes?
    -some flashbacks or something to get more info about what happened during those 40 years to know the characters (OK, at the end we find something about Ethan, that he can talk to animals)
    -try removing the mass teleport effect when entering/exiting places
    -inventory for the wolf or something; many items are left behind
    -not having three copies of merchants in the same town and very near each other (Winter's Rise)
    -skip cinematic scenes directly to the choices box
    -rewards should be balanced since the player might just choose the one that offers the best deal
    -gold isn't really useful
    -leave the score out at the end to see how much time was spent playing
    -you could make a score at the end with how many quests were completed/unfinished and how good/bad/guillable the character was


    It's a choice based (which spices up the game) grim themed classic Warcraft III RPG (vintage, also, because of the linear fashion the progress is made).
    I'll give it a 3.5/5. I think it's not only a story that should make the game but more the gameplay.

    EDIT: please remove the campaign tag from this map as it's not a campaign file (not even a map related to one of WcIII's campaign maps).
     
  15. tyci

    tyci

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    Thank you for such a detailed review. Very precise bugs, easier for me to find and fix :) Of course will try to fix them as soon as possible, the suggestions are very nice as well. Removed Campaign tag. Here are some answers to your points. (Spoilers!)

    Some answers

    Well as far as I remember only one isn't concealed, but you just have to explore deeper to find it.
    This was intentional
    Well because the Captain with his patrol came in time to save him
    Because in the cinematic of their final duel you can see that the Swit soldiers have entered through the main gate so clearly they took over that part of the castle including the towers. Ha! XD
    I thought about that but I wanted to focus on the relationship with Sammy. Maybe in the sequel ;)
    They already are exactly for that reason hahaha
    Yes I completely agree, but making unfortunately making custom abilities is my weakness in WorldEdit
    Just to clarify Ethan cant talk to animals, this was just a bonding moment. (I meant it in a way like everybody talks to their pets)
    I have yet to find a good use for spending gold in this map
    These are really fun ideas actually, I will definitely implement them next version
     
  16. deepstrasz

    deepstrasz

    Map Reviewer

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    Yeah, the one with the Sasquatch boss. So far, I think I've only found three: the one with the Golem/Mountain Giant, the one with the Sasquatch and the one with the treasure. Any others?
    I know but try not to make things like that in the future if you can/want. It looks weird. Actually, an idea would be for the camp to be invisible and a something would be able to compromise their invisibility (a Gem of True Seeing?) You can make the buildings invisible too and set that player to treat the player as neutral until the quest is given/the player comes with the Gem of True seeing in their camp.
    Wasn't in the cinematic :D I guess I didn't correctly understand from their conversation afterwards.
    Oh? I thought secondary quest givers are also important people :D By the way, you could make a player treat you as enemy for killing some of their people or make you lose gold or something :D
    A horsepack that can carry items :D?
     
  17. tyci

    tyci

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    Now that I think about it that's all of them. Wow, that's way too little. I have to add more of them!

    Man, you have such good ideas. I wish you would have tested my map before release <3
     
  18. deepstrasz

    deepstrasz

    Map Reviewer

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    It can still be done! Just make a backup of your map just in case you won't like the outcome.

    EDIT: about the gold; what about items to enhance the wolf somehow? Specific items only for the wolf.
     
  19. Rufus

    Rufus

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    here are my notes I wrote down while playing:
    • The rock tile for the road is really ugly. There are better tiles in the village tileset!
    • They say the bridge is being fixed, but it is not broken or has anyone working on it.
    • The heroes have rather simple skills, but they are fun to use together, especially when you get 100% evasion on Sammy.
    • Tips are showing during cinematics.
    • Really good-looking skin on the main hero.
    • They wouldn't let farmers in, but a stranger with a huge sword? Step right in. :D
    • I disliked the sudden top view and locked camera in the mine.
    • I liked the explosives, so that you'll tread carefully.
    • The miners are just chiling in town rather than being paniced outside or searching for someone to help out. It may have been better if they found you, instead of you them.
    • The fading out after a cinematic is frustrating. It takes long before you can select your character.
    • Why isn't the horse pen fenced? It is like every other piece is missing?
    • I liked the woman who wanted to kill her husband. She was fun, and delivered a cool feeling of that.
    • After I killed the golem, Sammy had a permanent fire noise attached to him. It might have been attached earlier.
    • The bandit leader was not at a very relevant location. I was about to give up, but used "iseedeadpeople" instead, and then found him by the shore, not at all close to any other bandits or any encampment.
    • You didn't get any experience from killing the bandit lord, but if you let him live, you get an item. Shouldn't you get the item anyway, since he dies?
    • I like that you recieved control of the army, to prevent the uprising.
    • The peasants run away after a little while of combat. Then coming back again. It looks like they are patrolling, but without attacking.
    • The peasant gets stuck after each in the gates, making them easy targets.
    • I never saw Lopez in the uprising, and a guard said "it was the last of them" when I was still fighting a few of them.
    • The ring has a really fun tooltip, but it is really nasty not being able to drop it. I knew I should have killed her...
    • Her attack range is almost double as long as the whip itslef, and she sounds like a dragon with each whip.
    • Walking over the bridge was a kind of weird cutscene all of a sudden.
    • There is a burning throne, two spiders and a broken cage in the middle of nowhere. An obelisk at another location.
    • There is a griup of friendly bandits in the north. Perhaps that is for a later quest though.
    • I don't know when it happened, but suddenly there were two bards in the first village.
    • So you get nothing for discovering the horse is dead? Makes sense, but why then a quest?
    • Walking over the bridge again, causes the same "cinematic" again, even if it has been played already.
    • Why are there glowing, demonic steps leading to a sasquatch?
    • There is a jungle stalker in a snowy forest. Multiple, I found out now.
    • There is water coming out of the dolphin statue, but it just spills on the bricks, going nowhere. Sorry, that just bathered me. :p
    • You can walk through the table in the kings dining room.
    • There can be fog of war in the castle, but not in the city?
    • The note to your character was not very nice. Why leave an important message like that in the castle main door?
    • I really liked that you can support the mad and murderous king.
    • It was really ugly that the dirt tile is on top of the snow tile.

    I spent played it for a little more than 90 minutes before I got too tired to continue.
    It has a good base concept, but I'd like to see more character development, like adding more items and powerups, and improvements to the terrain would be very welcome. Especially to the tileset.
    It is absolutely playable, and I din't find any really gamebreaking bugs. The story is there, but it not super-engaging or creative, but it works well.
     
  20. tyci

    tyci

    Joined:
    Dec 30, 2013
    Messages:
    104
    Resources:
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    Thank you for taking the time to play my map! All of your reported bugs will be looked into of course. The story is pretty basic in the beginning but it gets more complex later on, so I'm sorry to hear you couldn't finish it. But thank you anyway :D

    Well i added it so you couldn't see the explosives ahead of you.

    Many people told that this logic is flawed, so looks like I have to change it, hahaha.
    He was there, you must have been looking at the eastern gate as he was attacking from the north.
    This was intentional to make the world feel more alive and maybe more immersive?

    Yes, I am planning to change that in the next patch.