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Warden

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

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

Click the icons below to find out more!
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-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.
[​IMG] Master Mode
There are special challenges for the more experienced players, that can be completed in each submap.
Clearing them can unlock beautiful skins for the player, aswell as unlocking other secrets...



-Terrain Screenshots-

Leave a rating and a comment!
I would appreciate it very much!


Contents

-Warden- 36 (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. 19:57, 15th Mar 2016
    Ardenian: A challenging and innovative game.
    The gameplay is a rare seen case in the WC3 environment and the puzzles are creative. The creeps are a tad too hard for my taste, but I hope the upcoming difficulty choice offers some variety for different players and playing styles. The terrain is very warcraftish, not great and breath-taking, but it shows you read tutorials and considered advices to improve it while still preserving the original Warcraft feeling.

    You announced great new features for the future,
    after implenting them I might increase the rating furthermore.
     
  2. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,124
    Last edited: Mar 24, 2016
  3. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,423
    Okay I did try it and I must say it was very lovely.

    Pros:
    1. I like the background music.
    2. The starting and the lore was very short but complex and smart. I love how you said "suddenly fell into an abyss below".
    3. The game is challenging.
    4. The terrain and scenery looks absolutely amazing - you made it look stunning with very little.


    Cons:
    1. The game might be even too challenging, I barely made it behind the gate after 2 tries. I'd recommend splitting the very important items into many, less important items. You could spread 20% heals here and there. Also the cockroach spawners are really brutal, they spawn faster than you can kill, you should slow them down a little bit.
    2. The character continues regenerating after the game ends (you die).
    3. The character can move, even when dead, is this intended?
    4. The items could have some unique pick up key, like enter, since I accidentally took the 50% hp heal when I was fighting a few cockroaches.


    Suggestions:
    1. I'd recommend disabling the dash in the starting cinematic, I reached the edge of the map which looks stupid.
    2. Couldn't you find any better fitting tile than the black marble to the temple floor? It looks a bit out of place.
    3. Make the naga circle in front of the gate same color than the walls, it stands out a bit too much.
    4. Reduce the guard range of the creeps, they attack you before you can see them.
    5. Make the staircase -object walkable in object editor, currently the character's feet are inside them.
     
  4. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,124
    Yay!

    1. I'll either scatter more runes around, or make them drop from key enemies. Agreed on the cockroach spawner part. A little bit slower, and a little more tinkering here.
    2. It shall be done.
    3. It shall be done.
    4: I will keep to the way they are picked up now as clicking a a key may be messy at certain occasions. Maybe reduce the pickup radius slightly.

    1. It shall be done.
    2. Not sure... I'll look into it.
    3. It shall be done.
    4. It shall be experimented with.
    5. Didn't know I could do that... It shall be done.

    Thanks for a really nice and helpful review! :)
    +rep
     
  5. Freddyk

    Freddyk

    Joined:
    Sep 7, 2013
    Messages:
    170
    I have tested it but couldn't pass the first door: when i used the catapult that damn lever didn't want to die (though i adjusted the shot exactly on it)

    Otherwise it's good but a bit boring currently with only one attack. Do you plan to add more abilities to make it more interesting?
     
  6. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,124
    Thanks for trying it out!
    I'm afraid you misunderstood the task! You were supposed to target the rockchunks. I will move the lever to avoid future confusion.

    I would like to know though if you still think it is boring when you make it past the first gate. I like to think the puzzles are more fun than combat in this game. :)

    But yes, I also have plans for certain abilities. I wanted to focus more on simplicity than fancy abilities so that players won't feel confused. But don't worry, In other concepts I have been thinking off I will have a replaceable spellslot to allow you to pick a few special abilities over your attack, dash and stun.

    Thanks for your input, and hope to hear more from you as the secret of the catapult is now revealed to you! :)
     
  7. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,423
    You need to destroy the rocks with the catapult=)

    And yes... the game is a bit too hard as it is. Especially the fire elementals seem really bugged. i die once to each of them. How the hell are you supposed to kill them?
     
  8. Rufus

    Rufus

    Joined:
    Oct 2, 2011
    Messages:
    2,124
    Remixer, I made an update following your suggestions:
    -Reduced scarab spawner speed by 55%
    -Reduced damage of fire traps from 50 to 30
    -Slightly reduced scarab movement
    -Fixed movement after death bug
    -Lifebar now disappear while dead
    -Minor terrain update (naga circle color and stair is now walkable)
    -You can no longer dash while in the desert intro
    -Moved north cave lever to avoid confusion
    -Reduced scarab acquisitation range by 20%
    -Updated the preview picture to be less pixelated

    In order to defeat the fire elementals you need go forward hit a few times and back off. repeat two times and it should be dead. I considered adding a minimum range, so that you just need to get close and then you can slash away, but figured it was too easy, what do you think?
     
  9. Remixer

    Remixer

    Joined:
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    1,423
    Well all the time I am dying to them as the scarabs attack me with masses and I can't no longer dash away and I get stunned and boom!


    EDIT:

    Okay I played it again - still hard as hell but I changed my strategy - I just dash away all the time and rush the 3 levers and then at the game I just rush to the next room so the scarabs won't follow (too bad I actually dashed into the mountain and almost got stuck). How it happened: I dashed diagonally next to the gate and I dashed into the wall on the side and the region that teleports you to the next place doesn't reach that spot and I dashed behind the region. (Tried to take screenshot but couldn't.

    Well I continued and I must now say - why the hell is the safe zone under the shield birds so small? Like.... wow.... I still prefer just dashing through the fire - less risk of dying. And in the room with the Ziggurats... the rune of invulnerability does not work - they still shot me and I died. How nice is that?

    Well at least that part was possible to solve. I went to the place with the obelisks and killed everything (except the two "regenerators" that started to cast some shit with VERY VERY ANNOYING VOICE over and over and over again doing it all the time driving me crazy. Please... remove the sound or at least change it to a more pleasant one. I did not understand the meaning of them however. Well this is where I got stuck I could not solve the puzzle no matter what I did. What's the key?

    I got so stuck that I even checked the editor and figured out how it works, each obelisk has 1 second reset time, except the one. However the fact is that you can't dash fast enough to activate even 2 of the obelisks within 1 second, not even mention you need to do it to 3 at the same time. And it surely does not help that their attack range is so small... please add like 50~ more range so it won't be such pain trying to get them to activate.


    Also, the "walkable" thing seems to work only if the objects are destructible, doodads won't do (I think it's like that). If you don't want to change the objects them selves you can add invisible platforms and roll them so they are somewhat close to the angle of the ramp and at least make the unit walk a little above the stairs, rather than below them.
     
    Last edited: Feb 7, 2016
  10. Rufus

    Rufus

    Joined:
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    2,124
    Weird. That sound was not intended and I couldn't hear it when I tried to fix it. Maybe I removed it by accident. I fixed that entire puzzle and added a hint so that nobody else will get stuck.

    Also increased owl protection range and increased clarity to when you are defended or not by adding an attached special effect. Dashing into the mountain is now prevented by having added an unwalkable invisible tile.

    Haven't changed the fire elemntals yet, but I added a hint in the first encounter, so that players will know what to do.
     
  11. Remixer

    Remixer

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    Ye well they kept spamming the same ability all over again, they got like stuck, idk if they bugged or something but they were standing still, casting the ability and I could not kill them.
     
  12. Rufus

    Rufus

    Joined:
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    They were supposed to regenerate health for about 12 seconds, but I had messed up the end function, so they didn't stop healling at full health. Solved now! :)
     
  13. Remixer

    Remixer

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    Okay I give up. Tried to solve the "hard" puzzle for like 35 minutes with no results. I managed to get them colors into bunches but I could not organize them correctly. I give up. It's just way too hard - not for me.
     
  14. Rufus

    Rufus

    Joined:
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    Just a proof that it is actually solveable attached below.
    If you have not solved it in 10 minutes, you'll get the option to skip it.

    EDIT:
    The first one is outdated and can't be played in latest wc3 version. "Puzzle [1.31]" is the latest one, with an alternate solution.
    Increased clarity for recordning aswell.
     

    Attached Files:

    Last edited: May 30, 2016
  15. Remixer

    Remixer

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    No, that's not a good idea. It would ruin the whole idea of the puzzle, you just picked too hard puzzle.
     
  16. Rufus

    Rufus

    Joined:
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    2,124
    Solved it like this: You'll get an option to skip the puzzle 10 minutes after starting it. If you choose to skip it, it will be considered cheating, and your score will not be displayed to you upon finishing the game.
     
  17. Remixer

    Remixer

    Joined:
    Feb 19, 2011
    Messages:
    1,423
    Okay I did play it. The ealier version (the version you added the shield bird effect) has a bug: the map does not remove the special effects when you go under a bird, instead they just keep spamming them until you glow bright green.

    I tried the final boss: it was quite interesting. However I question the importance of the first stage with the 4 fire elementals. It's rather easy as long as you keep dodging. Maybe you should add them closer to each other (you can only dodge one's attack and kill them one at a time (the others are not in range)).

    Well after that... the Solen itself. Man that was pretty nice! Just a few flaws:
    1. The basic attacks are just insane, there's no way you can hit him while he's not casting anything, instead it's just better idea to dodge all his auto attacks.
    - Either make him hit slower or his missiles slower or something, or is it intended to be half waiting?

    2. Some of his spells are a bit overpowered or need to be balanced. For example the volcano thing. What the heck? There's no way one can dodge those as you have no idea where they'll end up landing. Instead script it so that a small warning marks appear where the boulders land and deal damage there instead.

    3. The 3 waves or what are they? He keep's casting them even if stunned while casting them, sure he stops when he' stunned but I got caught off guard when he cast the third one instantly after the stun ended, I assumed he stops casting it like every other spell.

    4. Make it so that you can't pick up the runes of regeneration if you have 100% health.

    5. Other than that I think it's pretty good as a boss. Except the mana is a bit problematic: couldn't you make it so that after every spell he refills his mana but instead the mana regeneration is faster so that you can hit him once or twice during that time, it would make it less time-wasting just dodging his auto-attacks.

    There's just one a bit of a major glitch? should I say?

    I noticed it is unfair while fighting Solen: if you press Q and instantly afterwards W you deal damage with 0 animation, so spamming that is very efficient. It took me like 4 minutes to get Solen to 150 health and the last 150 dropped down to 0 in 2 seconds after I noticed I could abuse this.

    Also, I'm not sure if it has been there before but like the last 2 version have this bug that when you sometimes dash it takes you REALLY FAST to VERY FAR, like 3 or 4 times the normal dash distance.
     
  18. Rufus

    Rufus

    Joined:
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    2,124
    Bird shield bug fixed in last version.

    4 elementals was intended as you suggested. I just forgot to move them closer when I reduced their range. Will be fixed.

    Volcano thing is actually a trick ability. "Being caught between a rock and a hard place." You are supposed to leave the area in the last second after the boulders start falling down, taking minor burn damage, and then go inside again. It be might be quite hard to figure out, but I like it like that. Perhaps I'll add a hint if you die from it once or something.

    The three waves was supposed to be uninteruptable. I'll make it more clear, by removing the stun buff (thought I did that already) and by adding a special effect that incases him in fire while casting them, dealing damage if you get close.

    Good idea about runes. Shall be done.

    Had no idea about that glitch. I'll see what I can do!

    Now, Solen's auto attack. I have struggled to come up with an idea to fight him while he is auto attacking, but couldn't come up with anything good. I have a few thoughts about methods:
    -Add ice traps that you need to make him cross to stun him for a longer duration
    -Add catapults that you can attack him with by kiting him in position
    -Going into melee range will cause him to channel a powerful blast ability, that deals huge damage to you if you are still close after 4 seconds.

    Thank you so much for having such patience with the map by the way! All your reports is really helpful! :thumbs_up:

    EDIT: Fixed the super dash. It was actually no cooldown on dash, causing you to dash 3-4 times at once. Also fixed so that Solen does not get the "Stunned spiral" over his head and then not actually being stunned. He now have spell immunity while channeling.
     
    Last edited: Feb 8, 2016
  19. Remixer

    Remixer

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    I also forgot to mention that sometimes he get teleported into the center of the room, even while stunned or casting, is this intended?

    I was wondering of adding a new ability for Solen: summon fire elemental - when the fire elemental is alive Solen is immune to all damage, but does not attack himself, instead just casts spells. Killing the fire elemental makes him vulnerable again and he tries to spawn new fire elemental as soon as possible? maybe something like that?