1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Find your way through the deepest dungeon in the 18th Mini Mapping Contest Poll.
    Dismiss Notice
  3. A brave new world lies beyond the seven seas. Join the 34th Modeling Contest today!
    Dismiss Notice
  4. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
Hive 3 Remoosed BETA - NOW LIVE. Go check it out at BETA Hive Workshop! Post your feedback in this new forum BETA Feedback.
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Warden #42

Submitted by Rufus
This bundle is marked as approved. It works and satisfies the submission rules.
Hosted Project Forum [​IMG]


[​IMG] [​IMG]
Warden is a single player campaign with unique boss fights, puzzles and gameplay, inspired by Zelda.
[​IMG]
[​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

-Main Features-
[​IMG] Arrowkey Movement
A very polished system for arrowkey movement has been created for this project. The player can also use
the cursor for movement, if that is preferred.
[​IMG] Intriguing Story
Canon to the warcraft lore, the story-telling in the campaign overmaps covers holes in warcrafts own lore,
such as how Felwood was before its corruption, or how Maievs prison where she held Illidan came to be.
[​IMG] Puzzles, Obstacles and Boss Fights
You will encounter a great deal of puzzles that requires some brains to solve, and obstacles where speed and
timing is key. Boss fights, which are fairly common, often requires you to those previous qualities together!
[​IMG] Cool Combat
Most enemies have a trick or two up their sleeves, so you have to dodge, dance around and pick your
moments to strike in a fight rather than just right-click them and hope for the best.



-Screenshots-



Leave a comment and rating if you like it! :)



[​IMG]
Contents

-Warden- 42 (Campaign)

Reviews
StoPCampinGn00b
After over a year of updates, Warden has risen to be one of the most unique and high quality campaign out there. Hack n' slash + puzzles + a new story is a recipe for success. Moderator rating bumped from 4/5 to 5/5.
  1. SNIper of DARKness

    SNIper of DARKness

    Joined:
    Apr 9, 2013
    Messages:
    711
    Resources:
    1
    Tutorials:
    1
    Resources:
    1
    "Warden" is a peculiar puzzle focused Warcraft 3 campaign composed of 5 individual missions.


    I must say that when I first played this I didn't know anything about the map, so I found the Tutorial quite informative in telling me the basics and filling me up on the general purpose of the map, in other words the Tutorial was executed quite nicely and filled it's basic purpose.
    I also noticed that the missions are not linked with one another but separate and don't support each other in terms of gameplay, you could argue if that actually makes a difference or not:

    In my opinion "Warden" could actually benefit more from not having all the levels available to you but much like a campaign unlock as you finish the other ones, this would actually fit your style of puzzles being more of a focus on the combat and platform style than pure puzzles.

    As I start the first level and fall down I get a sudden Tomb Raider feeling of discovery and exploration, the music fits in quite perfectly to the environment and proved to be perfect for the slow paced puzzle solving aim. I encounter a bug while trying to activate visible mana in the X menu, if I press Q or any other key the screen goes black and the only way to fix it is to restart the level.
    I see a missed opportunity by making the player go fight a tougher enemy ghoul instead of making him think there are other options to consider, by having the catapult instructions behind the ghoul you remove this option. This could be a nice subtle touch, further implying that this isn't a hack & slash dungeon crawler and there is always another option.
    I reach the Owl areas and start realising the downside of having keyboard control, in those areas especially it is evident that the controls are sluggish, unresponsive and delayed at times, making the Owl areas an absolute nuisance and simply an unpleasant experience. The Owls aura is quite small for sluggish controls and don't even appear to be properly synchronised that coupled with delays it is inevitable to get hit, the owls are also a bit faster than you which adds up.I also realise that the game has more of a action/platformer style of puzzles instead of a more thinking style puzzling.
    Reaching the final area I am welcomed by two Obsidian Statues that despite being stunned they can still perform their stomp attack and damage me.
    I must say during my first experience I enjoyed it all very much and found the puzzle to be quite fitting and pleasant, I especially enjoyed the harder one though it certainly wasn't that hard and found the bonus a bit too much.
    The boss fight was cut short as you seem to have taken what I said earlier about avoiding hard fights too literally, I've one hit killed him and his minions afterwards the mission ended and I was left feeling empty.
    In conclusion, I enjoyed the first level quite a lot the music fit in very nicely and the idea was there and executed nicely, in shorter words the first level was well made and I enjoyed it.​

    S
    tarting the second level I found the atmosphere actually quite lacking compared to the first one, there isn't much to add about the first part.
    Upon entering the burrow I get a much better and fitting atmosphere, though there is to note that if you reenter the temple the music resets to the default outside music same if you save and load.
    I'm greeted by more parkour minigames and a nice puzzle which is simple and effective, the ghost do tend to get a bit lost and often offer large gaps due to them getting closer to eachother if you let them run long enough. The maze was more of a labyrinth actually, it really felt like I was walking from A to B and then to C, perhaps adding a few more dead ends or perhaps tempting the player with an open path then blocking it.
    The Boss fight, I don't know if I missed a puzzle granting me invulnerability but I get there and fight the Lich, as I reach the top the atmosphere starts feeling bland much like the first part. I approach and start battling the Lich which keeps bombarding me with the same lines that make no relevance to the fight or atmosphere, the battle was quite generic where you hit and run the enemy which isn't really your fault they are practically the same in WoW. What hurts the overall battle is the bland atmosphere, all you hear is your chakram being swung and the ocasional line and ice hitting the ground, perhaps adding additional sounds and music to the boss fight would improve the atmosphere.
    The second level was a completely different experience compared to the first one, it always seemed something was missing.

    Getting in to the third mission I start hearing a happy carnival tune which in my opinion doesn't really fit in with the abandoned night elf temple, it wouldn't actually be so bad if it were not for the game acknowledging it and using it for the next puzzle. The terrain is of the same quality as in your previous missions though the green tile set makes it much more likeable.
    The "may the music guide your path" puzzle was interesting, you could have however used a more appropriate music.
    Exiting the sound maze I get an instant message about how I could move the Statue without even realising what the room was about, I got a similar feeling in the first level with the undead mages and the obelisk. I think hints should come a bit later or make it so you will only get the protagonist opinion if you type a command and ask for it.
    I did promise I would finish all the level but that quickly changed when I saw more owls.
    Overall I believe you can actually fix the sluggish controls by making them less obvious to the player, you can achieve that by adjusting the parkour areas to not show as much quick reactions that the controls are clearly not suitable for.
    I must also admit that at first I thought this game was gonna be more puzzle oriented and the hack & slash being a secondary bonus, where the controls would actually not become so apparent and would have worked in sync with the gameplay. I would also like to note that the first level was perhaps too good and gave a high expectations for the next levels, thus why the other levels seem so full of discrepancies.
    I think a more quirky approach with a more intensive puzzle focus with humorous dialogue would be very interesting to see.

    The map is nonetheless playable and could be great fun for those interested in the genre.


     
  2. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Thanks for the very thourough review!
    A lot of useful stuff in here. I surely will use some of those.

    I must ask you, when did you download it?
    The bugs you mentioned should have been fixed in the latest version uploaded this tuesday.
     
  3. Soul Reaver

    Soul Reaver

    Joined:
    Jul 15, 2005
    Messages:
    335
    Resources:
    8
    Maps:
    8
    Resources:
    8
    Have played the map on hard, and overall I'm very impressed with it. It's very polished, especially considering the unusual control scheme.

    Pros:

    Movement Control Scheme

    The fact that you managed to create a cursor control scheme is extremely impressive. I expected movement to feel clunky but it's pretty responsive, smooth, and surprisingly bug and annoyance free. I played another movement/puzzle based map not long ago where it wasn't implemented as well as this one so I know it isn't necessarily easy.

    Custom UI
    The fully customized UI to fit the control scheme is excellent and helps the immersion greatly. You've obviously paid close attention to detail to eliminate elements unnecessary to the game you're trying to make.

    Original Gameplay
    The gameplay is radically different from standard Warcraft III, requiring timing and more action-based reactions as well as a puzzle-based approach.

    Good In-Game Feedback

    The game has good feedback (visual, audio or both) to indicate important events such as being hit, hitting an enemy etc, which is crucial for a game like this. The hitboxes also seem to be just the right size.

    Polish
    The map is very polished and detailed. Spelling and grammar are good, hints appear in the right places, and (with one exception, see below) I didn't really run into any bugs. A lot of care has been taken in crafting this and it is evident throughout the map.

    Cons/Recommendations:

    Lackluster Combat

    Although implemented well, the combat is ultimately not all the exciting or satisfying. Smaller minions can simply be dispatched by standing there and hitting them, while tougher enemies require a stun and/or a dash. There isn't much variety there. I'd also recommend perhaps changing at least the audio and maybe also the visual effects when successfully hitting an enemy - it sounds rather underwhelming at present.

    Responsiveness
    While overall the control scheme was great, I did on occasion feel like it wasn't QUITE as responsive as I would have liked. This is, I suspect, just a limitation of the Warcraft III engine - it's not really designed for action games like this one.

    Dash Energy Indicator?
    Maybe I missed it, but I couldn't see an indicator that shows the state of the Warden's available 'Dash' moves. It feels like an odd omission, since the less-commonly used Stun move IS displayed.

    Bug With the Tile Puzzle
    After I completed the tile puzzle the first time, I wanted to try the second, harder one. But some sort of graphical glitch caused most of the tiles to disappear and/or overlap so they would change colour/flicker as I moved around. I'm pretty sure this wasn't intentional, and it made the second stage of the puzzle impossible to solve. I lost patience and continued, but it bothers me since I didn't get to find out what the 'generous reward' was.

    Dashing Breaks Invisibility
    While you say this is intentional, not mentioning it means I died without warning. This seemed out of place in this game, since otherwise it does a good job of pre-warning you of dangers and/or giving you a chance to escape.

    Regeneration Can Allow for Cheap Tactics
    The Warden's auto-regen allows you to just brute force some areas, taking a hit and then spending a (boring) period waiting for the HP to recover. While it helps keeps the game moving and prevents it from ever feeling like it becomes unwinnable, it did feel like anything that didn't kill you extremely quickly could be overcome if you just had enough patience.

    Lack of Story
    This is just my own preference, but I tend to like a story in my fantasy games, but there's a lack of narrative in this one. The main character is rather bland in-game, even more so the villain, and there's no sense of urgency or anything being at stake. There's not really any logical or narrative reason for the evil boss' lair to be filled with bugs, catapults, tile puzzles etc. The fact that the other maps in the series are each lone-standing only adds a further feeling of fragmentation to the story.

    Final Words
    I know I've listed quite a few Cons but don't get me wrong, I was highly impressed with this. While the style of combat and puzzles are perhaps not entirely my cup of tea, I can tell that great care has been taken with this map. The originality and technical skill evident in the entirely original control scheme and gameplay elevate it to something special, and so I rate it accordingly.
     
  4. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Thanks!
    Yup, I spent quite a lot of time tinkering with this system.
    I think the feedback can be a little bit better, but, you played Solen's sanctuary which is the most polished of the maps so far, so I guess this one might have pretty good feedback already.
    This is something I have struggled with a lot. I think I have managed to create nice bosses and mini-bosses, but that is thanks to their skills that you have to dodge in different ways, not the Wardens abilities.
    I have tried to come up something fun to use when killing minions, but I haven't tried them out all that much yet. I would be very thankful for suggestions!
    The audio for the swing animation is gonna change to be played more accurately after an attack. Other than that, I hadn't planned more updates, but I will certainly try to experiment with it a little now when you brought it to my attention. I used to have the stampede blood explosion before I had the small blue burst effect that is there now, but it didn't make sense hitting a fire elemental or a ghost, and have blood burst out of them.

    I have an idea for adding more combat spells to the game, that could be quite fun to use. You can check it out here if you wish: http://www.hiveworkshop.com/pastebin/876d496527e605e19851ca993da53e279277/
    It is however a problem bringing in new skills into the game, because the effects may be too powerful on some creeps, and not on others. I will think about it though. :)
    Yup. Arrow controls will always have a .2 second delay or something like that, and that just sucks. However, I have been thinking of implementing a cursor system for this reason, as it has no delay at all. It will not be exactly as a normal cursor system, as that would kinda take the spirit out of the game. When you click a location, your character will move towards the closest angle that is can be divided by 45. This means you will just be able to move in 8 directions (like with the arrowkeys) instead of the many angles provided by the normal point and click movement system. This cursor sytem will not allow for smart-movement either, so if there is an obstacle between your character and your desired location, the character will not go around, but rather straight for the obstacle.
    Implementing this will allow more players to enjoy the game I think. Personally, I won't use it, because I like the arrow keys even though they are slow at times, but I wanted to make it available for people anyway. :)
    I simply doesn't know where to display it yet. I will have to come up witha way if I implement the new spells though.
    Damnit. I have tried and tried again and ripped my hair over this bug. I have no idea how to fix it. :/
    It doesn't always occur, just randomly, it seems like, but I will give it another look. :)
    I'll see if I can improve clarity here.
    This is not perfect yet. It is better than the slow generation that had its place before though. I'm not sure how to solve this yet, but I'll try to find a way.
    Perhaps enemies will drop life essence that you can pick up to heal yourself? Perhaps mroe respawning health runes? I'd love suggestion here too! :)
    A story is coming up! When I have finished the first chapter of the campaign (which will work like an overmap as in the Rexxar campaign), a story will tie all thopse maps together. The story in itself is pretty weak in my opinion, but the telling of it is quite good so far.

    Thanks a lot for your thoughts, and for all the praising! You're making me blush over her... :D
    I hope I can improve on the issues you told me about. :)

    Btw:
    The suspense! It's killing me!
     
  5. Soul Reaver

    Soul Reaver

    Joined:
    Jul 15, 2005
    Messages:
    335
    Resources:
    8
    Maps:
    8
    Resources:
    8
    I'm no expert when it comes to designing these sort of games, but perhaps a form of attack that lets you move at the same time (like a dash attack) that can be used when facing multiple enemies (ie, hit one enemy, dash to the next, lose 10 energy each time)? It wouldn't make it more strategic really but would be fun to watch and gives an alternative use for energy. It also wouldn't affect boss battle mechanics if there is only one boss around.

    I don't know how you've got hit detection to work in your game, but a good if very time-consuming alternative would be to do what Warcraft III does: apply different 'armor types' to the different enemies and play a different sound depending on what enemy you hit. You can expand that to including a different visual effect as well (ie, rock, wood, bone enemies throw up a cloud of dust. Fleshy enemies cause a splash of blood. Metal throws sparks. Ghosts cause a magical puff etc).

    But I realize it would be a huge amount of work, and that's even assuming it's possible.

    Personally I think I'd still be using the arrow keys too, but it's good to offer an alternative too I guess!

    You could add an optional numerical indicator, just like the optional 'Energy' bar display. Or a bar that changes color.

    I don't really have any genius suggestions, as every health system in every game since the dawn of time seems to have one problem or another. From Doom's health packs to Halos auto regen, both have pros and cons.

    In To the Bitter End I gave all heroes natural regeneration, but also gave them a reusable, cooldown-limited item that let them regen HP and MP rapidly by 'sleeping', but this can be interrupted by being injured AND attracts nearby enemies (the item is designed to become less useful later in the game and force you to reply more on the heroes' natural regen and heal spells). But its not a perfect solution either.

    Cool, looking forward to it. Note there's nothing wrong with not having a story in a game, it's just a personal preference.

    You can see my rating at the top of my posts, I gave it a 5/5.

    EDIT: One more thing: at the puzzle with the numerous spectral owls/towers, the first time I got there, I think the owls were flying out of sync with each other, making the puzzle pretty much impossible. I'm not sure why it happened, but maybe add a switch or something that will reset all the owl positions?
     
    Last edited: Jan 8, 2017
  6. Soul Reaver

    Soul Reaver

    Joined:
    Jul 15, 2005
    Messages:
    335
    Resources:
    8
    Maps:
    8
    Resources:
    8
    Ok, I've played through this one as well. Most of the comments for my review of Solen's Sanctuary still apply to this one, but I did find this one a bit less polished. I ran into a few bugs and annoyances that I'll add here:

    Stun Ability Stops Working (major bug)
    Something prevents the stun ability from working after it has been used once, which is very annoying when fighting hordes of minor minions.

    Selection Circle Visible Intermittently
    The Warden's selection circle was constantly turning on and off. In Solen's Sanctuary it was invisible the whole game, but that wasn't the case here.

    Giant Banshee Hitbox
    Their hitbox seems to be a bit bigger than they are, which is all the worse because they inflict insta-death. Suggest either making their models bigger or their hitboxes smaller. This was one of the few areas I found annoying, because you have to pass through it more than once and I couldn't find any way to 'clear' it to make bypassing it easier.

    Boss HP Indicator Lists Wrong Name

    During the boss fight, the Boss' name is given as Solen in the HP box, which I'm pretty sure is a mistake.

    Boss Attacks Hard to See

    In the fight against the final boss, 'wall' of icy blasts are hard to avoid because the white fog makes them quite hard to see.

    Rune Placement

    This is in relation to the runes that tell you the 'words of power' to speak to open doors. I think where there are runes in front of doors, they should be deciphered 'left to right' when the Warden is facing he door, but that's not how it works. It's left-to-right, regardless which way the warden is facing. Yet the doors in the side wall have their runes arranges top-to-bottom rather than left-to-right, giving the impression they should be read in the order the Warden would see them when facing the door. It's a small niggle but still...

    I did like the terrain in this one more than Solen's Sanctuary though, and in general found it more atmospheric and thematic.

    Again, extremely well done, but until some of the bugs are fixed I'll need to rate it slightly lower (4/5).
     
  7. Sayonara

    Sayonara

    Joined:
    Oct 8, 2011
    Messages:
    39
    Resources:
    0
    Resources:
    0
    Hello!

    Do you know about bug with a puzzle in the first mission Solen's Sanctuary? Just before the Fire lord. When you solved it all cells mixed and you can solved it again to get a good reward. But when I tried to solve it all cells one by one mixed with themself and in the end I have only 1! cell but with all colors in it. All others cells were empty. I don`t understand how I did it, but because of this bug it is impossible to solve it.
    Sorry! I should make a screenshot but I closed my game already...
     
  8. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    No worries about the screenshot, I know the issue already. :)

    Antoher one has this problem, eh?
    That is so nasty. It doesn't appear every time someone is trying it, only occasionally, which makes the bug really hard to hunt down.
    I think I'll have to ask for help in the forums here.

    Thanks for bringing this to my attention!
    Did you enjoy the game otherwise? :)
     
  9. Sayonara

    Sayonara

    Joined:
    Oct 8, 2011
    Messages:
    39
    Resources:
    0
    Resources:
    0
    I tried the first mission only but the game looks really awesome. Really unique gameplay. Playing WC3 from 2003 and every year proved me that always be people who can made amazing things in this old but amazing game.
     
  10. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Good to hear it. :)
    Tell me if you play more!
     
  11. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Fixed all the things you pointed out, but the rune placement.
    I couldn't reproduce the selection circle bug, unfortunately, so I'm not sure I fixed that either, but I made a small tweak that may be able to fix it.
    The fog on top of the hill in the lich fight have been pointed out by many people now, so that is finally solved now.

    Thanks! :)
     
  12. Sayonara

    Sayonara

    Joined:
    Oct 8, 2011
    Messages:
    39
    Resources:
    0
    Resources:
    0
    The Lich was really hard! And... yes, I can`t solve the Labyrinth puzzle (and the same puzzle to get soulstone) without your walkthrough. Bonechiller Burow is really interesting mission!
    Hard mode is really hard and much interesting than Normal one.

    P.S.: Don`t know why but I can`t use "E" stun skill in the Bonechiller Burow mission. Nothing happened when I press "E"
     
  13. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Yup.
    The E bug was fixed earlier today. Thanks for telling me though! :)

    I can imagine the lich was tricky when you had no stun ability!
    Also, thanks for the awesome rating!
     
  14. Sayonara

    Sayonara

    Joined:
    Oct 8, 2011
    Messages:
    39
    Resources:
    0
    Resources:
    0
    Forest Temple - Z and X are mixed up with each other. When I press Z - X menu opened. The same with X - Z menu opened.
     
  15. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Thanks!
    As this is not a gamebreaking bug, I will add to my list to fix next time I need to update the map.

    Keep the bugs coming! :D
     
  16. Sayonara

    Sayonara

    Joined:
    Oct 8, 2011
    Messages:
    39
    Resources:
    0
    Resources:
    0
    It is very strange bug because I can`t enable energy Bar or change R skill. Nothing happened when I try it.
    Hm... I can`t move statue. Attacking statue but only "Invulnerable" appeared.
     
  17. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    Also fixed in latest version. Sorry you had to experience that. :/

    The R skills are not available in forest temple yet, and in the other maps, only one ability is available.

    I will see if I can solve the energy bar bug!
     
  18. Sayonara

    Sayonara

    Joined:
    Oct 8, 2011
    Messages:
    39
    Resources:
    0
    Resources:
    0
    Thanks! Downloaded v31, will try it tomorrow.
     
  19. BloodSoul

    BloodSoul

    Joined:
    May 10, 2009
    Messages:
    865
    Resources:
    2
    Spells:
    2
    Resources:
    2
    I've played this map twice today, but now I noticed that there are more maps available, which is awesome, because I want to play more.

    All right, for this map only, this is my feedback so far:

    PROS:
    + Even though I haven't played many maps with keyboard controlling scheme, your map has it very well implemented; It looks smooth and easy to control the hero.
    + The Terrain is well made; it has the atmosphere where I feel that my hero is underground.
    + The abilities are quite useful and fit really well with every part of the map.
    + I enjoy the usage of floating texts and special effects either to warn a player about an imminent attack or when I interact with invulnerable things.
    + The boss is challenging.
    + I like the extra regeneration when the player is not taking any damage.
    + I loved seeing a Ripper getting destroyed by a Wraith. Somehow, I've made both fight each other.

    CONS:
    - I was a little bit confused on how to control the catapult. As soon as I read that manual (for dummies - haha), I tried to enter the commands like this format: 70 100 (angle and distance, respectively). However, I just needed to type one by one.
    - The rune of restoration respawns a little bit quick, considering the extra regeneration that the player owns already.

    SUGGESTIONS:
    - There could be a hint in the beginning of the game where it tells the players the hotkey to read the controls. (Yes, I suck at realizing the existence of F9 hehe)
    - You could increase the amount of time needed to respawn a rune of restoration. For the hard difficulty only, of course.
    - Although I enjoy the existence of extra regeneration, I think the amount of regen per instance (+5) is a bit too much for the hard difficulty. Maybe reduce it to 2.5 when there are enemy units within 1000 range?
    - As for the boss on hard difficulty, it could have a Return Damage ability while it recharges its mana (returns 4 damage per attack, for example).

    BUGS:
    - As soon as I attack and dash, my hero has her animation speed changed to a higher value. However, if I attack again, the animation speed resets back to normal.
    - If a Drainer tries to cast a spell on you, and if the unit doesn't succeed at it (run away before drainer starts the effect of the spell), it won't do anything from that point on.
    - I noticed that Solen casts spells even when its mana is low. I've seen it cast a spell while having 5 MP. I don't know if that's intended.


    You are a very creative person and have done an excellent job in making this map. I will play the other maps now.

    Take care!
     
    Last edited: Jan 9, 2017
  20. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,559
    Resources:
    8
    Maps:
    6
    Tutorials:
    2
    Resources:
    8
    What!? :D
    Haha, I won't change that, that is awesome.

    I can revisit the catapult instructions, so that it is more clear ho to use them, perhaps.

    The regeneration problem is a tricky one.
    I just implemented the one where you regenerate health quickly after 10 seconds, trying it out. Before that I had natural regeneration active at all times (0.5 per second, which could be upgraded), but that felt too slow. I'm considering having enemies drop life essence, so that you can regenerate health that way instead.
    Opinions are very welcome!
    Maybe good ideas for the new ways of generation as discussed above.

    There is a tutorial available in the campaign that covers things like this.
    However, since it is not included in a single map download, perhaps I should display that to the new player.
    I will soon implement two separate modes in the maps, Campaign Mode and Quickplay Mode.
    Quickplay mode will be as it is now, except maybe some extra instructions in the beginning.
    Campaign mode will remove the option to select difficulty, since you will already have a set health when entering the map. It will also contain more story elements.

    I think that pwople would just be irritated by this, as there would be no way around taking that damage.

    This is an irritating one.
    I have a good solution for this, but I need a modeler first.

    That was my idea. However, this could easily be fixed to him restoring mana when he doesn't have enough for a spell.
    Not sure if I will change this.

    Hmm, I don't know why that is so.
    I will look into it. :)


    Thanks a lot for all your feedback!
    It is very valuable to me. :)