(2 ratings)
Gameplay |
Screenshots |
Features |
Credits |
Changelog |
I have used models from other people, will update credits when I find them
Review
(-) I suggest abilities have hotkeys based on their command card position.
(~) Nice attachments, but they should match the actual item icon.
(-) Small Gold Coins give as much as Gold Coins.
(-) Animal Pelts' models are dragon bones.
(-) Warrior wearing leather armor puts it high above his chest.
(-) Market is vulnerable. Yes, I know, why would one destroy it? But it still bothers me a bit. Because melee neutral buildings wouldn't be invulnerable if they were to be destroyed or something.
(-) Quest log informative quests break. About all of them, on the right side.
(-) Gameplay is a bit too slow in the beginning.
(-) I didn't know that the Mysterious Substance made me a Vampire. And that it's required to be used in a wide area, somewhere you can build the city before dying. Also some tips on why he constantly dies would be kind.
(-) Charged items don't stack (pelts, raw meat). Item Stack System
(-) No note about not being able to carry more than one weapon of one type, thus wasting my gold (50% sell price).
(-) Why is raw meat usable, if it does not have benefits?
(-) Contrary to what the quest log says, there is only one gold mine reachable in the map. If this were supposed to be exploratory, I suggest adding multiple mines.
(-) Cliffs aren't done very well. I suggest you see this tutorial. Try using the plateau tool.
(-) Sharp Tiles in water. I've experienced that before for some reason, try increasing the shoreline a bit.
(-) The terrain is very plain. More tile variation could help, see the tutorial linked above.
Overall
The map is lacking and could use more features. More importantly, it should motivate the player to continue playing - be that by small rewards/achievements, or some rare drops even early on. No clear storyline, gameplay is below average - lots of grinding (even MMO grinding with quests is evil enough), lack of better weapons, and the path forward is unclear.
Notes
I suggest you use this for the map description: http://www.hiveworkshop.com/forums/tools-560/map-description-generator-1-2-a-224558/
Remember, most of these words are subjective.
I am unable to test it. I am rocking 1.24
edit:
ahoy! changed to 1.26 yarr. Didn't help.
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Sorry if my statement was a little confusing. I was stating that the map would be difficult to learn without the useful quest logs you included. Your quest logs are fine the way they are except that the optional quests get cut off.Rafa316 said:I do have a quest log with instructions. Should it be done differently?
Rafa316 said:Yes more players would mean less resources to share but it would also mean more man power to hunt animals down when you start alone. I dont want to increase the resources because this way, if you are playing with other players you will be pushed to fight each other as your population grows, which is what I intended.
Rafa316 said:I will be adding hotkeys but I don't thinks a save/load system would work very well for this map, unless you can save everything somehow.
I just got back from school, go to Hiveworkshop right away, and saw this map.
The description is very interesting, will test the map and give some suggestion or maybe bug report if i can ._.)
Proteans will be coming soon, the scripting for them is kinda complicated but I'm working on it. Changelings are in the plans but Vampires, werewolfs and mages are coming first.We need changelings and proteans! =D
I just realized, the terrain is similar to the map "A Time for A Hero".
What's up with that? ._.)
Alright, i might be late ._.)
First off, the terrain. I would suggest to make your own terrain, even if it's bad, you could always improve.
Second, make some items stackable, like raw meat.
Third, i would suggest change the hunger system, separate it from the hitpoint system, like if the hunger gets too low, you start losing hitpoint slowly. Not like losing hitpoint every second, it's like you're having a curse or something.
One more thing, i don't understand the aging system, i would recommend to change that into a stamina system instead.
Hey I just want to point out some things that I think need improvements/fixes. My goal with this is not to depreciate your work so if I sound rude or anything I'm sorry but english isn't my first language.
This was a testing oversight, it will be in the smithy along with a pick axe.1. First the need for an axe to gather resources (not only lumber but gold too, despite making no sense) together with the only axe spawn on the map makes it practicaly impossible to play multiplayer (Should probably be added to the market or something).
children hp will be reduced with next update2. With update 1.3 you no longer need to worry about feeding kids, they just grow up before their hp drop to 0. So you just need to go berserk on that "sexy time" ability to create an endless army of Young Lords since your trigger doesn't check for food limit at all. This way you can storm the map without actually building anything or gathering any resource.
yea I dont know why thats happening with the xp, i'll have to look into it.3. I got so excited when I saw the "re-enabled xp-gain from combat". I thought "alright time to hunt the crap out of those wolfs!" but it turns out it only works at level 1. I don't know if that's intended or not. Also the wolf over hunt trigger is quite strange since even when I don't hunt wolfs at all they get extinct.
commoners come from commoners not from the lord, although maybe i could make it so if commoner and noble mix they get commoner. The voice killed me also, will fix.4. Kids are always turning into Lords, never commoners. Also the Lady has the peasent sound set which is kind of funny.
hmmm, that has something to do with the built in level up for WCIII I will have to find a way around it.5. When units level up something strange happens to their mana, I'm not sure if it's reseting completely or what but the point is I played for around 1 hour and a half and couldn't get an old guy to build an academy.
Thats one of the secrets its a house of immortality muahahaha, no not really, I will try to see if there is a way around that but might just end with not having boats and enterable houses then.6. Getting people inside houses or boats make them immortal since no hp or mana is lost there.
I made a trigger to clean up raw meat every 2 minutes I believe, to prevent cluttering and lagg when it is left unattended. Cooked meat will not disappear or you can store the raw in the tents/fire pit. I will add a trigger to warn users 15 seconds before this happens so you can store it if needed.7. There's something strange with the Raw Meet item, sometimes it just dissapears. Happened twice, once when I dropped it for a momment and the other when I built a campfire nerby.
That mage character is no longer in game so dont worry about it.8. On a previous version, playing with the mage (the only immortal human character, since it can drain life to prevent dying from hunger and mana to prevent dying from mortality) I noticed that you added both abilities based on the same Hardcoded ability so the order strings got messed up and he would always cast Life Drain no matter what. The only way to use Mana Drain would be having Life Drain on cooldown first.
He was, but the academy now has an item that can build all the structures he did.Was the enginner removed from the game? So farms got removed too?
something to fight off if you want the gold mines.What's the point of that Computer base in that island to the south with two gold mines?
the dread lord drops a special item and more content will be added in regards to the well the ghost protects. But no there really is no end, if played with other people you can keep building a story endlessly.Is there an end to the map? Because I killed that big Dreadlord on a previous version and nothing happended. Same thing with that big Cenarius fella.
I have some suggestions...
Could you make animals respawn or even able to create axes on smithys'
I like the idea of the map but some things just make it unplayable for me.
Please reduce the grind in getting food, it doesnt last that long and with anything larger than a few people it becomes a nonstop grinding of creeps for food.
I suggest to make it last longer and have more charges (maybe heal a little less per second too)
I think the meat removal trigger is a bit overzealos and fires too often; clutter does not build up that quickly, please make it fire less often.
Also, how do you make farms? I never found out (maybe this is why i had so much trouble with food)
Putting people in "cold storage" in houses is pretty funny, I would like this "feature" to remain
Suggestion for the animal overhunting/etc:
a "buffer", where each time a creature of that type dies it decreases it by 1, gradualy increases to max again, and if it gets to 0, they stop respawning (migrate away from the area) untill buffer gets to max again (or some percent).
Let me look into this. :OHello again.
I tried the new version and could buy the stakes and the schematics, but the only thing I could build from the book was a shrine (there were 4 buildings, but clicking on any of them just made the shrine building thing).
Aside from that, the item that turns you into Caine can be replicated, if a non-hero unit uses it. The item will reappear after a while on the spot where your unit 'died'.
Okay, bugs done. Time for suggestions![]()
I did this for roleplay purposes, so that player 1 could be a sort of game master and play as two factions. I plan on making it difficult to become Caine, so maybe ill make it so he belongs to that player.Vampires:
-Make Caine appear for the player who used the item, instead of brown.
I really like this idea, unfortunately school is keeping me busy with other programing languages and I have yet to get around to learning JASS-Maybe make vamp's generation a passive ability. The higher its level, the higher the generation would be. I think you can use JASS to detect that and give abilities based on that. The 9th+ generations could have a separate Caitiff hero. (It might lessen the map's size, if there's a lot less heroes in it)
A fellow VtM fan I see-Instead of having just feral vampires, make Forces of Evil have units based around the 'evil clans' from VtM. Tzimisce, Baali, Followers of Set and Lasombra seem to have potential here.
This is all in the works tooGarou:
-After some time, all NPC Garous will just starve to death. Make a migration event, after which they will disappear. After a few minutes another migration event to make them reappear.
-Make them be able to shapeshift into all 5 forms.
-Add female Garou and Metis, Lupus and Homid 'breeds'.
Interesting suggestions, I hadn't thought of that. I plan on making it so that the aging and hunger is slower.General:
-Make the AI stuff have events. Maybe give a chance to ally with the Empire or those Wildlings for certain benefits? Maybe even ally with Forces of Evil?
Well, regardless of what you add or remove, I like this map so far. Keep up the good work.
The advanced blueprints seems broken; it just seems to make shrines for free but not any other building.
Edit, also, vamps have rediculously high blood demands at low levels (they need spend around a third to half of thier time feeding) but they seem to not need to feed upon blood ever if they only remain on blight (they can just fall into and get out of topor untill they are high level).