- Joined
- Sep 20, 2015
- Messages
- 385
Great, gonna play it now! 
(102 ratings)
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![]() | 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. |
![]() | 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. |
![]() | 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! |
![]() | 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. |
Shall be fixed!-Golems can see the heroine up on the hill and start moving towards her; they can also be killed from up there while they can't attack the Warden (this happened at the edge just north of the eastern cavern); they can also be attacked and attack when the hero is on the archway (bridge)
-there's a coin behind a rock in the northwest that can be taken by attacking; not sure if intended or not
-it would be nice if barrels had a timer on them after being picked up instead of having to hold ALT or enable the show life bars option
-hitting the passive Kobolds will lead to showing a text; this text will then appear when the Warden hits any lever of the previous cave
-some Kobolds with parasites down in the rock trenches don't come up
-ranged Sludges can attack past the rocky rifts; because of that, the melee ones come to the hero circumventing and going through the two big green Sludges
-the Warden was still running when the scene with the black creature rolled and then she continued running after it ended
-the Boom in timer window did not disappear
Supposed to happen, but might change.-barrels keep freeze their timer if placed back on their circle
Don't know if I can fix this, but I'll see.saving and loading takes much time later on; biggest annoyance
This is a good thing, as it offers more tactical options if the player can figure it out. I will keep that as it is.-barrels may be used to kill Sludges that are near walls
Well, you were supposed to blow them up, but I saw that I made a mistake there...-is the barrel near the first two green Sludges just for the LOLs? I couldn't find use for it. Those monsters are practically invincible. I just got past them with Dash but lost one life; sure there were two more life globes in the east
Unfortunately, this is not something that I can fix. :/-clicking in the black zone where Attack, Patrol and other stuff like abilities are, may lead to something happening like showing a menu (they are made like instant abilities: C, Z etc.) or stunning![]()
Well, I failed to explain that properly, but it is an old Kobold mine. They dug too deep and greedily, and then encountered this cave, stating the troubles with the sludges.-what were so many explosives doing down there anyway?
Yup. That is meant to be. You must use R to get behind it, stun it and then slash away. It has a really slow turning speed, that you can use to your advantage. However, This boss is currently being reworked, as I kinda rshed it when I created it. The update should be out sometime tomorrow.-you gotta get real close to the thing to damage it :|
No, you shan't. Don't make this too easy. It's always rewarding to find out yourself.Right, I should add a tip that you must stay under the owls to be protected. It was obvious to me, as my first map "Solen's Sanctuary" had a tip about it. I will add a similiar tip to this map.
Agreed.No, you shan't. Don't make this too easy. It's always rewarding to find out yourself.
Insane, but manageable. I think it is a good challenge.-man, that Keeper of the Grove is insane
I don't remember the reason I made it able to be picked up while the heroine was at full health, but it was a good reason. I'll see if I can remember it, otherwise, I'll change it.-the green regeneration rune shouldn't be activated if the hero has full health
I think it is important that the ancient hints that you have to listen to the music. If a player starts the map without sound, they might get really lost.-well, knowing from the "start" that you have to follow the music is a spoiler and not a puzzle
Just put a text at the start of the map or in the loading screen description saying: turn the sound+/-music on because sometimes it's necessary to listen to it/themIf a player starts the map without sound, they might get really lost.
Will update this!-the Firelord just appeared from out of nowhere
-controls (z) can be skipped with Enter/Space, not Esc, not z or anything else I've tried
-the catapult can be stunned
-pressing Q in the X hotkey menu will close that menu instead of activating the mana bar
-when the message asking if to skip the tiles puzzle comes in the screen remains black; pressing C and then C again will resume to the playable mode
-why doesn't the lever near the Ziggurat stay in its dead animation after it has been hit?
Haha, ok-no owl tip, pretty please
It can! Move it to the edge of the screen to make it invisible. I have been thinking of creating a new cursor though, that might be a little bit tinyer and a little bit more fitting.-can't the cursor be made invisible or at least shrunken?
They have to be on top of their coresponding colour aswell. As you said, if you just would have managed to switch the green and yellow ones, you would have solved it.-I could only get 3 platforms to light up; couldn't figure out how to switch the green with the yellow to make those light up as well; all tile colours were near each other forming a big square
This is because this is the first mission. I wanted the player to get acustomed to the controls before htrowing a puzzle on them.-there's no real puzzle in the beginning; it's just move randomly until something happens
Same reason as above. I will keep this as it is.-no spoiling! (the nests keep bla bla, maybe if I bla bla they'll stop bla bla)
I'd rather increase regeneration or add more runespawners around.-some sort of rest ability (cooldown based of course)? If attacked it cancels but the cooldown will still continue; the hero regenerates anyway but waiting 5 mins for that is a waste
Yup, and it is supposed to.-dashing disables invisibility? Because the towers saw the Warden
Hmm, I will bind them to that room. It is not good if the player thinks the key is to make them leave with you.-those Skeleton Mages might follow the Warden back through the vertical glaive hall; LOL-ee, the creep even followed through the end of the horizontal glaive lane too and that after it came back from the dead in the vertical corridor
Had to do that here. There were too many people not figuring that out. Perhaps I'll add an option to turn off hints though, so that player who want a bigger challenge can get that. I'll experiment with this.-yet again: no fun with telling about the skellies and the obelisks
I will consider it.-if the Warden gets near the rock bundle (to its northern side) that has at its southern border a nest, the nest starts spawning; the distance between the hero and the nest before it starts spawning should be shorter; for instance you could let the nest spawn only a specific/few number of scarabs independently of the Warden's position but for extra bugs the distance should be shorter
Increasing regeneration rate would be too advantageous during battles. More/some spots where runes constantly appear would be better but it will still be a choice for abuse since an attacking enemy won't be able to stop the regeneration. A Healing Salve/Scroll of Regeneration type of rejuvenation would bring less gameplay "hacks".I'd rather increase regeneration or add more runespawners around.
Just try not to make it activate while the Warden circles a boss in wait for a move.Yeah, in that case it would be 10 seconds after you are out of combat, you will have increased health regeneration.
I have a few more ideas up my sleeve that I might try.
A new ability will not be added for this, however.
That is only good. That gives me more time to fix bugs and add more content.However, I need to finish my study first, for this reason, the translation of your Warden campaign need to be delayed for some time.
I second this.I'll continue with writing that it would have been a lot more interesting if there was a really mysterious story going on that connected every map.
Wot??-please try, if you can, to disable the clicking sound that a spell makes when it is activated/used (pressing Q, W or stuff like that sounds like you're clicking with the mouse on an ability or selecting a unit)
Ah! I intended to make him able to push you back or something like that, so that you wouldn't be able to use the owls unless he is channeling his dangerous ultimate. This will be fixed soon.-the Demon Hunter hero is pretty much easy to kill; the owls offer invincibility; it's easy because the DH comes to you while you're under the owl's protection and his spells don't damage you while under the owls
This will be fixed!-stunning doesn't stop boss spells even though the blue whirlwind appears over their head
-lil' Voidwalkers may spawn after the Tree dies; let's say you've got only 0 lives and 10hp left; yeah, you got it
Thanks!The combination of a QWE system with the arrows system is great, haven't played a lot of maps like this.
Yeah, I have been discussing this earlier.Also, there are monsters that I couldn't avoid their attacks, luckily they only hit 5 damage or something on normal difficulty (skeletons, beetles, etc.), for a system like this, maybe you can avoid these attacks as well.
I'm considering increasing all health regeneration in all maps to 1.5 instead, and do matching changes so that it doesn't get too easy.Although, the character development is slow, that +0.5 hp regen was really great, but maybe her attacks could have extra effects or something.
Great game!!! 5/5 +rep
I love Snow map more. Thank you.
You can add Island map to. (Mystery of Naga)
Haha, thanks for that awesome comment!
It is good to hear that you like the snow map the most. It is my personal favourite aswell.![]()
Ah, I saw this now.You can add Island map to. (Mystery of Naga)
Quit your blithering, my good sir!
Snow and ice wins over fire this day and every day, and that's that. Goodday.
Good, good.
Looking forward to your thoughts about it!![]()
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Thanks!Also, I am pretty sure that after finishing the last puzzle, while I was killing those firelord minions, the screen blinked for a moment, like when it was asking me to skip the color tile puzzle, only that it didn't bring any dialog, just a very quick fade filter blink, so I assume the trigger reminder wasn't fully deactivated yet, it didn't show back after that though.