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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

World of Sedonia RPG 2.0

Submitted by JohnnyBoy
This bundle is marked as approved. It works and satisfies the submission rules.

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Made By
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Sedonia RPG is an open world roleplaying game located in the world of Sedonia. Since the last big war Sedonia has been a peaceful place, but things are about to change...


A world in need of heroes to keep the peace. This is the beginning of a great adventure. Are you up to the task?

A 2019 RPG production - A slow-pace progressive RPG, filled with stories, quests, dungeons and exploration...




Patch news: JohnnyBoy and Mr.Goblin have been working on a huge update, and it has finally arrived! The new World of Sedonia has come!

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  • 5 Classes - Ranger, Warrior, Mage, Rogue and Paladin,
  • Learn Abilities - Learn abilities from trainers. Including more than 20 class-specific abilities each.
  • Items - Over 200 attachable items that change your appearance. Polished and customized in 6 categories in 8 rarities.
  • Crafting - Almost all items can be crafted using materials found in the world.
  • The World - Consist of islands which you reach as you progress.
  • World Bosses (Elites) - 8 Elites that respawn and drop nice loot.
  • Dungeons - 8 Dungeons with Bosses. Can be played in 4 different difficulties.
  • PvP - An arena with possibility to engage in battle against other players.
  • Quests - Over 50 unique quests.
  • Specializations (Elements) - Earth, Fire, Nature and Water. Determines effectiveness of spells and attacks against each other.
  • Save/Load - Characters can be saved and loaded at another time.
  • End Game - Max level is 80, but there is a lot to do if you reach this point.

I have not mentioned all the features of the map since there are so many of them that impact the gameplay and make Sedonia unique and exciting. So instead i leave the rest of the game for you to explore. If you have any questions or want to find other people to play with - head over to our the Sedonia RPG discord: Join the Sedonia Discord Server!. Here you can also leave feedback, give suggestions or just chat. Here you can also get answers from more experienced players, if you have any questions about the map.

Hope to see you in Sedonia real soon! Enjoy!
/Johnnyboy



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Version 2.0

    • Reduced the size of the ambience sounds by 75%. (around 50% reduction of the whole map filesize from 155 MB to 84 MB)
    • Thorns damage return nerfed from 5/10% to 3/5% (Regular/Improved Thorns)
    • Anti Magic Shell cooldown increased from 5 to 8 seconds.
    • Increased mana per Int from 1 to 2.
    • Honor Points now show in the UI (instead of food).
Version 1.9

    • Paladin:
      - Defense of the martyr: Increased armor from 10-15, increased hp/mana regen from 2-3%, reduced cd from 16 to 8 seconds and reduced duration from 20 to 8 seconds.
    • Rogue:
      - Poison Dagger: Fixed the poison damage bug. Now the dagger poison effect deals 10% of the poisoned targets [Current life] as damage per second, lasting for 0-6 seconds.
    • Other Changes:
      - Fixed Badge binding upon purchase (hopefully)
      - Fixed trinket tooltips (It now says you are allowed to have more than 1 trinket per player)
      - Bone Bow now has an elemental alignment (Earth Spec)
      - Blizzard damage has been fixed so you always get full dmg done when channeling for the whole duration. (Hopefully)
      - Added custom ambient sounds. Each Area now has a customized ambient sound to them, increasing the maps immersion and overall experience.
Version 1.8

  • Mage
    - Summon Water Elemental: Increased armor from 0.1x Int to 0.2x Int.
  • Other Changes
    -
    Amulet of the Moon is no longer castable from the PvP Arena.
    - Fixed some PvP bugs
    - Dragon spirits for the lvl 80 dungeon can now be bought for a high price.
    - Extra PvP armor now only applies for Int and Agi classes (25 Armor)
    - The entrance to the Waves game is disabled while a game is still going.
    - Backtrack is disabled for 3 seconds upon a Rogue dying.
    - Honor requirement for badges reduced from 50 to 30 Honor points.
    - Boss drop chance for Royal Quarter increased from 10% to 15%.
    - Added attachment for trinkets.
Version 1.7

  • Rogue
    - Critical Strike: increased damage from 200% to 300%.
    - Killer Instinct: no longer makes the character take 25% extra damage and reduced cooldown from 10 to 8 seconds.
    - Sprint: Increased damage bonus from 40% to 70%.
    - Evade: Makes the player invulnerable for 1.5 seconds, regardless of the player leaving the phase shift or not. (Enhanced by reduced animation cast point, making the evade trigger faster upon casting. See more on “Other changes”).
  • Ranger
    - Rejuvenation: Reduced cooldown from 11 to 8 seconds.
    - Summon Bear: Increased Bear armor from 0.1x Agi to 0.2x Agi.
    - Patience: Increased Evasion/Critical strike chance from 20% to 30%.
    - Rapid Fire: Increased duration from 5 to 7 seconds.
  • Warrior
    - Taunt: Increased cooldown form 8 to 10 seconds.
    - Aggro: Increased cooldown from 4 to 5 seconds.
    - Frost Armor: Increased cooldown from 8 to 10 seconds.
    - Frost strike: Increased cooldown from 6 to 7 seconds.
  • Mage
    - No changes
  • Paladin
    -
    Divine Sacrifice: Reduced cooldown from 22 to 16 seconds.
    - Blade of Justice: Increased damage from 2x Str to 3x Str.
    - Prioritize: Now adds +50% effectiveness of some Paladin spells when targeting a prioritized target. (Both damage and healing spells).
  • Other Changes
    - The Godlike bow now has the proper tooltip rarity
    - Spider quest now rewards the right amount of experience.
    - Reduced droprate for Godlike items from Bosses in the Royal Quarter from 20% to 10% chance.
    - New Item category: Trinkets! Ascended rarity items that can drop together with the other ascended items. The trinket is an active item with an elemental specialization. At the moment there is one trinket per element. You can only wear one trinket at a time.
    - Waves-game now drops godlike and ascended items. 100% chance for ascended drop on all difficulties. For Godlike items: 12,5% chance (Normal), 25% chance (Heroic), 50% chance (Mythic) and 100% chance (Ascended). The Waves-game also has a new customized music theme.
    - Level 80 dungeon now has a 8% chance x2 on dropping a Godlike item. Meaning if you are really lucky you can get 2 Godlike drops.
    - Animation times have been reduced from a wide range of 0.3 to 1.0 seconds to be 0.2 to 0.3 seconds for all characters. Meaning there is less time spent in between basic attacks an movement on casting spells. Spells are being cast quicker. In addition to this the backswing has also been reduced by 50% from most character. This will mean damage triggers faster than before and casting the spells feel and look quicker.
    - Reduced base attack speed for all characters from 2.5 to 2.25.
    - Pint of Beer: Increased restoration from 100 hp/mana to 200 hp/mana.
Version 1.6

  • Hotfix: Textfile now hopefully saves for only the saving player so the codes wont overwrite or flood the CustomMap location.
  • Attack speed has been changed back to 2.5 from 3 sec per attack.
  • Some other bug fixes.

Version 1.3

  • World of Sedonia RPG [1.3] “The Balance Patch”
Rogue
- Evasion: replaced by Evade.
- Vanish: reduced fade time from 2 to 0.5 sec.
- Blind: cd reduced from 20 to 13 sec.
- Critical Strike: reduced damage from 250% to 200%.
- Backtrack: cd reduced from 11 to 7 sec. Armor increased from 10 to 20.
- Liquid Slash: damage increased from 2x to 3x. Cd increased from 11 to 18 sec.
- Garrote: damage increased from 2.5x to 3x.
- Cyanide Bomb: No longer reduces attack speed (fixed bug where it increased instead)


Ranger
- Bear: all stats reduced by 50%.
- Flaming Arrow: damage increased from 2x to 2.5x.
- Flaming Lasso: damage increased from 2x to 3x.
- Rejuvenation: reduced healing from 0.5x to 0.25x per second.
- Leafspin: reduced damage from 3x to 2.5x.
- Ensnare: cd reduced from 11 to 8 sec.
- Arrow Rain: damage increased from 1.5x to 2x.


Warrior
- Firehammer: cd reduced from 11 to 9 sec.
- Rage: reduced healing from 0.5x to 0.25x.
- Frost Shield: reduced duration from 30 to 15. cd increased from 6 to 8 sec.
- Aggro: cd increased from 3 to 4 sec.
- Slam: replaced by Tactician
- War Stomp: replaced by Shield Slam


Mage
- Water Elemental: all stats reduced by 50%. Frost Attack replaced by Critical Strike.
- Meteor: cd reduced from 12 to 10 sec.
- Flamestrike: cd reduced from 12 to 10 seconds.
- Holy Light: healing reduced from 1x to 0.75x.


Paladin
- Hammerforge: cd reduced from 9 to 7 sec. Healing reduced from 2x to 1.5x.
- Blessing: healing reduced from 0.5x to 0.25x. AOE increased from 500 to 800.
- Blade of Justice: cd reduced from 8 to 6 sec.
- Divine Sacrifice: increased channel from 3 to 4 sec. AOE increased from 500 to 700.
- Divine Protection: armor reduced from 40 to 30.
- Hammer of Justice: stun duration increased from 5 to 7 sec.
- Luminessence: reduced self healing form 1x to 0.5x.
- Healing Rain: healing reduced form 1x to 0.75x.
- Judgement: completely reworked.
- Control magic: replaced by Prioritize.


Other changes
- Codes are now saved in a txt. file (WarcraftIII/CustomMapData/WorldofSedoniaRPG).
- More Ice Dragons spawn.
- Nazulu boss bug fix.
- Medusa boss bug fix.
- Bear tooltip fix.
- Fire attack bonus reduced by 50%, bonus still applies to basic attack.
- Ice Dragons now drop the proper summoning stones.
- Summoning stone drop chance increased by 25%.
- Orbs are now worth 200 instead of 1000 gold.
- New shortcuts for movement in the following regions: Lbachal, Rurodunumia, Xishun.
- Fixed some materials spawning inside walls.
- Base stats changes: Increased HP per [Str] from 2 to 3. Decreased base attack speed from 2.5 to 3 sec per attack. Removed attack speed gain from [Agi].
- General slow by frost attacks and spells reworked: movement speed reduction reduced from 50% to 25% and attack speed reduction reduced from 25% to 15%.
- Lifesteal has been nerfed in general (around 50% reduction)
- Corruption has been nerfed in general (around 50% reduction)
- Invulnerability potions has been nerfed in general (around 50% duration reduction)
- Honor rewards for dungeons reworked to fit the Fibonacci-numbers. For all you nerdy OCD people out there (DashRat). From 1, 1, 2, 2, 3, 3, 4, 4 to 0, 1, 1, 2, 3, 5, 8, 13.
- Fixed some item bug fixes
- Fixed some saving issues


- A new Game/Dungeon has been added where you fight of 18 waves of enemies in an arena. Same difficulty-settings as the dungeons, and you play the games with a timer. So try and beat hardest dif you can in the fastest time you can.

Extra thanks to DashRat for providing valuable feedback on balance changes and to WorstGamer for helping me solve the text file save issue.

Enjoy the new patch!
/JohnnyBoy

Version 1.2

  • - All classes can now pick up nature speed potions
    - All bridges should be walkable
    - Added more pathing blockers
    - Elementals and Bears should work properly now
    - You should not get extra gold upon loading
    - Spiders spawn properly
    - Keys are harder to get from opening chests
    - Some quest items get removed upon completion
    - Critters dont activate text triggers
    - Hotfix
  • Other changes:
    - Devotion aura has been nerfed from 15 and 30 to 8 and 15 (Regular and Improved)
Version 1.0

  • Too much to add here...
Version 0.88

  • Fixed some reported bugs, (not all the typos)...
  • All major cities now has a fireplace
  • Summon Water Elemental and Summon Bear: 100% increased hp and dmg
  • Entangling Roots: Increased duration from 2 to 3 seconds.
  • Anti-Magic Shell: Reduced duration from 16 to 10 sec.
  • Sleep: Reduced duration from 10 to 7 sec.
Version 0.87

  • Fixed a lot of leaking triggers (unit groups and locations).
  • Leaving players now gets removed from all multiboards.
  • Quest dialog button flashes upon acceptance.
  • Removed profession information and reworked the picking area.
  • Fireflies are now a thing.
Version 0.86

  • Fixed some bugs that were reported from the discord channel
  • Changes to Boss-mechanics
    - Lvl 40: Shorter duration to get to the right fireplaces.
    - Lvl 50: Pigs now also have bash on ascended difficulty.
    - Lvl 60: Spawns elementals faster.
    - Lvl 80: Energy Flares now deal damage to nearby units upon dying.
  • Doubled the cooldown of silence from 15 to 30 seconds.
  • Reduced crate hp from 20 to 10.
  • There is now permanent daytime (trying to resolve the issue of vision being disrupted, may be changed back in the future if the problem still persists).
  • There are now more bosses to fight through completing quests in the Royal Quarter.
  • Traveling and learning abilities from trainers can now be done with a full inventory.
  • Professions are no longer required for crafting, all classes can pick up all crafting materials.
Version 0.85

  • Changed the size of gold coins so they are easier to click on.
  • Increased the amount of gold you get rewarded from killing mobs.
  • Following spells have been changed:
    - Cleave: Increased cleave dmg and radius (from 200 to 300 aoe and dmg from 25% to 50%).
    - Incinerate: Increased damage from 1.5x str to 2.5x str.
    - Brawl: Increased crit- and dodge chance from 10% to 20%.
  • Changed some quest regions so they are easier to pick up.
Version 0.83

  • Fixed some crafting issues and bugs.
  • Moved Professor Antonidas from Rurodunumia to Embergia.
  • Fixed the Level 80 Dungeon boss guide drop.
  • Added some ascended boss mechanics and visuals.
  • Added a DPS-meter that calculates damage done/taken (healing coming in the future). Use "-dps" to show the multiboard, and use "-dps reset" to reset the values (before a boss fight or pvp battle begins for example).
  • Added a new residence "The Royals Quarter" which is a place you can enter when you have aquired the last honor badge.
  • Added an Honor System: Honor Points is aquired from doing quests while being at level 80. Honor Points can be used to purchase and upgrade badges that show your honor points, and it is also a way to save the honor points you have earned. You can show your current honor points by using "-honor".
  • Reduced experience you get from killing bosses in higher dificulties from 100%/200%/300% to 100%/150%/200%.
  • Added custom aura visuals for ascended items
  • Changed the way shops work to increase the difficulty of leveling, and enhance teamwork and interaction: You can no longer buy equipment (Armor, weapons etc.) from merchants, instead you buy crafting materials from them. This means you have to craft items as you level up instead of buying them directly.
  • Added Professions (kind of): Arranged professions among the different classes when it comes to Metals, Leather and Cloth. Warriors can only pick up metals (Mining), Rangers can only pick up leather (Leatherworking) and Mages can only pick up cloth (Tailoring). This means you have to cooperate to craft equipment. All classes can still pick up wood, flowers, berries and crops.
  • Reworked the spell "Insight": It now works as a buff which you can cast on allies. It instantly restores mana for the target and increases its life regeneration for a few seconds.



[​IMG]


- Total Units: [585]
- Doodads (Trees/Destructibles): [
13695]
- Doodads (Other): [
25401]
- Regions: [
478]
- Triggers: [
1074]
- Variables: [
399]
- Sounds: [
145]
- Custom Objects (Total): [
430 Standard, 1464 Custom]
- Custom Units: [
30 Standard, 259 Custom]
- Custom Items: [
275 Standard, 432 Custom]
- Custom Abilities: [
57 Standard, 465 Custom]


[​IMG]

Credits

  • Thanks to the following community creators for creation of resources i have used to create the world of Sedonia:

    Taur, Mc!, Nasrudin, Callahan, NoobyStance, General Frank, Epion, acapulco, Lubbe, Hellish Hybrid, Kitabatake, JetFangInferno, gratheo, Sven, Dargoth, EciL_BuddhA, Daelin, Chriz, HappyTauren, .KC, Tenebrae, communist_orc, Tranquil, S4nji, perfjert, crill-myster, Thrikodius, NhazUI, Gottfrei, Aquis, Matarael, Fingolfin, EvilCrizpy, Shadow_Killer, Hellblazer, Sunchips, Quech, noypi, ikillforeyou, chilla_killa, Forgotten_Warlord, Cavman, Boneknight, Kuhneghetz, Mr. Bob, War_Golum, Teaspoon, PROXY, DTuGuR, SatX, Dionesiist, ZIR, MassiveMaster, Just_Spectating, Direfury, Paladinjst, -Peper-, darkdeathknight, maynhe, Tr!KzZ, Deolrin, -Grendel, Usedwell, Tarrasque, Graber, eubz, ratamahatta, Fingolfin, TheWhiteWolf, diosilva16, Sin'dorei300, Hexus, Sliph-M, InfernalTater, JesusHipster, bisnar13, UgoUgo, Astaroth Zion, Epimetheus, imforfun, KayS, Blizzard Entertainment, xyzier_24, Vortballat, Blood Raven, Lender, Mythic, HerrDave, Solu9, Grey Knight, Talavaj, Inhuman89, Zeatherann, Gollum_KoMe, bgcy_ro002, 0123456789, LoDown, Gwen Stefani, InfinityNexus, CRAZYRUSSIAN, FrIkY, KelThuzad, Goos, Huinipachutli, Deon, The D3ath, Darkmoon Hero, Stanakin, Mr.Goblin, bigapple90, kola, PeeKay, Big Dub, lelyanra, NFWar, The Panda, Hemske, 67Chrome, Hellx-Magnus, viiva, jaret, maxor_gan, Marcos DAB, Brombie, Chucky, Captain_Rufar, xDeathKnightx, JollyD, JusticeBringer, zbc, morbent, Hadeis, BlazeKraze, ~Nightmare, venger07, DEE-BOO, Darkfang, MiniMage, BloodSplintzy, Athur12A2, Uncle Fester, Wildfire, PrinceYaser, KILLCIDE, MisterApple, Karkul, Ujimasa Hojo, PrincePhoenix, KPC, Ceterai, Inkarnate, Mythic. Also thanks to Tabletop Audio - Premium Ambient Audio, "Nobue Uematsu" and "David Fesliyan" for the music and ambient sounds.

  • Thanks to Daued for creating the discord
  • Thanks to DashRat, Lamaen, Makio and the other alpha testers on the discord, for testing the map during development and giving valuable feedback.
  • Thanks to all the people in the discord for showing interest in the project an participating in the release of the new world.
  • Of course a big extra thanks to Mr.Goblin for helping out a lot with the map. Not just the terrain and textures, but also giving me motivation to work even harder on the map.
Contents

World of Sedonia RPG 2.0 (Map)

Reviews
eubz
Nice map and is one among the many maps in warcraft universe which could be fun to play. I love the gameplay, the terrain and overall the experience you will have as you play. This might have some flaws but some of them will never affect the overall...
KPC
KPC
1. There should be the possibility to craft higher tier corp, using 5 lower tier corps, like it is with the rest items. They were so interesting for me at the beginning. But when there was nothing to do with them instead of weak potions, I could only...
deepstrasz
[spoiler] EDIT: [spoiler][spoiler][spoiler] EDIT 2: [spoiler][spoiler][spoiler] EDIT 3: You can't take the elite boss quest again if you fail it. Took me some time to figure out that the Huntress statue zone is the shrine. Summoned dragons run...
  1. eubz

    eubz

    Map Reviewer

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    7
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    135
    You might want to address the leaks I found out which I said on my review. I think that would be fine.
     
  2. TheSilverWolff

    TheSilverWolff

    Joined:
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    Dunno if it's only me, stasis trap from archer skills don't stun, at least wolves. It just dissapears and do nothing.
     
  3. JohnnyBoy

    JohnnyBoy

    Joined:
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    It should stun, however the aoe is smaller than standard (200 for detection and 300 for detonation).
     
  4. eubz

    eubz

    Map Reviewer

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    Nice map and is one among the many maps in warcraft universe which could be fun to play. I love the gameplay, the terrain and overall the experience you will have as you play.

    This might have some flaws but some of them will never affect the overall game. But you might want to revisit your triggers on the next update. You can do this, right?

    Updates and changes has been made making this map acceptable.

    APPROVED
     
  5. FeelsGoodMan

    FeelsGoodMan

    Joined:
    Dec 13, 2018
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    It looks really promising, but just a couple of things I noticed right off the bat:

    1 - You play music with timed waits or similar, because sometimes when your music ends the normal Warcraft music starts to play for a couple of seconds, then your music starts again. I suggest using playlists with custom scripts and string variables. That way your music won't be interrupted. EDIT: This seems to have stopped after playing a while.

    2 - There's a typo in the first hint I get: "Craft equipment bought from merchan". It's missing a T at the end.

    3 - You should tell people that they need to drop quest items on people instead of just approaching with the item in your inventory.

    4 - The Firebolt spell deals damage before it reaches its target. It's obviously a missile spell, yet it deals instant damage. Just feels a bit weird. Seeing as this is only a damage/stun spell you should base it off the actual Firebolt spell.

    5 - With the boat shop I can choose to travel to my current location and it still subtracts my gold. It would be better to have some fail safe in place preventing me from travelling to the place I'm currently at, and make sure I keep my gold.

    6 - I haven't played through it all, but I looked over the terrain and I feel you should have more varied terrain. It's a very large map, so I'm afraid it can get boring only seeing limited variation. Don't get me wrong, the terrain looks good for the most part. This is, of course, only a subjective opinion.

    7 - The use of blizzard cliffs is excessive in my opinion. Especially near the shore line as it goes from sand tiles to grass cliffs which looks kinda weird. Another subjective opinion though, others might like it.

    8 - Instead of the NPC players being called "Player 12" etc you should rename the player names.

    9 - The fire places keeps healing me even when I'm at full health.

    10 - Having to use tomes from my inventory instead of automatically getting their benefits is a bit annoying as I sometimes have to drop stuff or change backpack.

    11 - You should use some item stacking system for berries and make the allowed stack a lot higher than 3.

    12 - Leather and wool spawned from a makrura? :eek:

    13 - There are some random Warcraft 3 trees here and there amongst the other custom trees. It looks a bit weird. See screenshot: Screenshot and Screenshot and Screenshot

    14 - You should explain the quest objectives when I receive the quest so I don't have to check it in my quest log all the time.

    15 - All the quests I have gotten so far has only been kill/fetch quests. Maybe have some more varied quests?

    16 - When I pick up an item of the same slot category you should inform through a message that I need to drop the already equipped armor I am wearing before I can pick up a new one. Or alternatively drop the old armor and equip the newly picked up.

    17 - The dungeon difficulty selection items should be based on power ups, not actual items. I couldn't select a difficulty with a full inventory.

    18 - The [Elite] unit text is barely visible.

    19 - More puzzles or obstacles in the dungeons would be nice. The first dungeon I did was very short and not very interesting.

    20 - Mostly normal Warcraft abilities so far. Maybe introduce some custom ones? I haven't played late game but from using "Iseedeadpeople" and looking for all the class trainers I see that they all sell the same abilities. The damage/healing based on stats is great, but they're boring and not very visually pleasing.

    21 - The repeatable quests should be marked as completed the first time you complete them so they don't fill up the quest log. I had to scroll through several repeatable quests to find a new quest.

    22 - Unit levels are disproportionate to the area level (lvl 4 boars and lvl 5 ents in lvl 8-14 area).

    23 - I realized now that I have completed the only main quest I have without getting a new main quest.

    24 - I got a meteor spell from a merchant which is nice. It looks a bit better than the normal Warcraft 3 spells with an infernal meteor striking the ground, BUT it has the same issue with instant damage. It should damage when the meteor hits the ground, not instantly.

    Overall it's a nice map with a great atmosphere, but it needs more polish and it needs more interesting game play. I know it's supposed to be slow paced but maybe it would be better to speed up the pacing a tad bit? I felt bored at times. The terrain is nice, but it could be better. I don't know how I feel about the overly cartoony models mixed in with normal Warcraft models and some custom models. Some places it looks nice but some places it looks weird. The blizzard cliffs makes certain places look a lot worse than if you had used terrain height adjustments along with some custom cliff doodads. The shore lines generally looks very bad with the sand-->grass cliff transition. The shore lines are also very empty. Maybe some naval plants, lily pads, river rushes, fish, cattail or whatever?

    Other than that I think the damage systems is really well made and really impressed me. There are many good elements in the map, and it's solidly made. With some more work it can be a really impressive top notch RPG.

    Good luck! :)
     
  6. Mr.Goblin

    Mr.Goblin

    Art and Graphic Design Moderator

    Joined:
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    Great game! Leveling is very well paced. Although there still room for improvements. Specially when it comes down to the spells and the visuals. :) keep it up!

    I played for a solid 5 hours straight with a good friend. We really liked it!
     
  7. hobby villain

    hobby villain

    Joined:
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    Okay, this was pretty cool. Let me get this out first: HOW I WISH I could multiplay this map with myself, as in, control multiple heroes. That could be really satisfying to do. Having said that...

    Crafting system
    I understood it pretty fast - once I found a workbench. The system itself is good, but some item names are weird to me:

    1) Stone ingots - you'll have a hard time smithing with stone :p replace with like... any actual metal and it's an improvement.
    2) Steel ingots - steel isn't mined but created by combining iron and coal. And the weirder thing here is that I was already using iron ingots to create steel equipment, so what are steel ingots going to create? (save bugged so I won't find out anytime soon :p)
    3) Unique isn't a good item tag for something that isn't unique. I found unique berries (grapes) and was like, okay, are these important? Then I realized it was just the next crafting tier.

    Skill system
    I have one wish here, and that is that more (all?) skills lose their "Normal" tag and in some way start scaling with one of the talents you can choose from. I felt a bit compelled to pick abilities that aren't Normal so I don't have talents doing nothing, although that was just when I was new to the map. Maybe mostly a warrior class issue? On that note, Bash has a different % on the trainer and when I actually have it myself.

    It seems you gain a skill point (for trainers, the fake lumber resource) with each level up, but I haven't found another way to gain them. Does this mean there's a hard cap on how many skill points you can gain? Because you can replace your W ability (for example) with another W ability if you like, but this costs you 3 points and you don't get back the 3 points you spent on your previous W. I hope there's a repeatable quest or vendor somewhere in the game where you can get more skill points.

    Late edit: Agree about the heretic+dust thing. I've blown over a dozen dusts now, without finding anything.
     
    Last edited: Sep 8, 2019
  8. deepstrasz

    deepstrasz

    Map Reviewer

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    You can the game .exe run multiple times at once and start the map via LAN. However, you can only play one hero at a time since you have to alternate between the minimized game windows.
     
  9. hobby villain

    hobby villain

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    Actually I was able to share control and could play a full six hero party in one window, only having to tab to buy skills at trainers. It wasn't as enjoyable as I'd hoped it would be, but it can be done if it tickles anyone else's fancy.
     
  10. hobby villain

    hobby villain

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    I was encouraged on Discord to compile some typo and style errors, and this thread seems a good way to present them nicely. I played until reaching Embergia for this list, so it's by no means exhaustive.

    Abilities
    General - everything that is AoE should be in the style "in a <number> AoE". Currently the style tends to be "in <number> aoe". AoE is an acronym (Area of Effect), and putting "a" before the number seems to be the proper format, judging from other games I've played.

    General - attackspeed and movementspeed should be separated into two words; attack speed and movement speed. Examples: Rapid Fire, Defensive Stance, Slow, Frenzy.

    General - damaging abilities should have the word damage after the number. Dealing 20 to the target? No, dealing 20 damage to the target! Examples: Flame Strike, Entangling Roots.

    Poison Arrow: "slowing it's movement speed" - firstly it should be its, without the apostrophe, but then it still technically means it slows the arrow and not the target. Suggested phrasing: Fires an arrow dealing [2x Agi] damage and slowing the target's movement speed by 50% for 3 seconds.

    Track: "enemys armor" -> "enemy's armor"

    Stealth: "invisble" -> "invisible"

    Ability Info: "Abilities can NOT be upgrade by learning it more than once." -> Abilities can NOT be upgraded by learning them more than once.

    Frost Strike: "for 0.5 second" -> "for 0.5 seconds". Pretty sure of this one, as 0.5 is read as "zero point five" or "point five", not as "half a".

    Bash: "Gives 20% chance" -> "Grants a 20% chance"

    Incinerate: "Basic attacks applies" -> "Basic attacks apply". Also, it should be called a debuff and not a buff. A buff is beneficial to the target.

    Firebolt: "Cast's a Fireball" -> "Casts a fireball"

    Polymorph: "Cant" -> "Can't"

    Insight: "to friendly unit" -> "to a friendly unit"

    Mana Shield: "damaged absorbed" -> "damage absorbed"

    Frenzy: "units" -> "unit's"

    Anti-Magic Shell: Description seems very misleading, as it's castable on allies. I didn't try on an enemy but I don't know why I would want to :p

    Divine Shield: "Becomes" -> "Become" (or "The caster becomes")

    Sleep: "into sleep" -> "to sleep"

    Quests, dialogue and interface
    General - A recurring theme is lack of capitalization for I (i). I will mention it every time it happens, but just briefly.

    Tailorer -> Tailor

    Specilization (in the players overview panel) -> Specialization

    Aquire Craft (from the craftsmen) -> Acquire Craft

    Leonard's skeleton quest: "i discovered" -> "I discovered"

    Liam's ale keg quest: "i feel" -> "I feel"

    Captain John's ship parts quest: "I have come Nalumia" -> "I have come to Nalumia"
    "wo weeks ago" -> "two weeks ago"
    "cost" -> "coast"
    "costline -> "coastline"
    "bring it back" -> "bring them back" (parts, plural)

    Main story quest to go to Selena about the sunken ship: "It must have been made" -> "It must have been done"

    Kill 12 prawns quest: "since i was" -> "since I was"

    Selena's main story quest: "since i have" -> "since I have"
    "reqruits" -> "recruits"

    Guard Peter's main story quest: A few cases of i that should be I
    "outside of the coastline" -> this sounds a bit wrong to me, but it might not be. I would say "off the coast".
    "where it come from" -> "where it came from"

    Lance's crew mate (Lucas?), main story quest: A few cases of i that should be I

    Boar hunt girl (Lucinda?): Don't capitalize "boars"

    Taric, quest for his wife: "wen't" -> went
    "wan't" -> want
    "Im" -> "I'm"
    Also, using 3 instead of three looks very, shall we say, "statsy".

    Taric's wife: A little bit of i -> I, Im -> I'm and im -> I'm. You should know the drill by now :p
    "wan't" -> "want"

    Secret Cove questgiver girl: one i -> I

    Rock golem kiddo: two i -> I, one im -> I'm
    The quest item needs an apostrophe: "Rock Golems Head" -> "Rock Golem's Head"

    Tombhogg boss guide: "hurt his attackers" -> "hurts his attackers"

    Explosives quest: "transporting dangerous" -> "transporting dangerous goods"
    "thats" -> "that's"
    "typicall" -> "typical"
    "dont" -> "don't"
    "with it" -> "with them"
    aand an i -> I

    Captain John, after killing the Heretic at the cove: "i Embergia" -> "in Embergia"

    Bandit quest in Embergia: "Creating fear and stealing goods fro" -> "Causing fear and stealing goods from"

    Salamander quest: "isalnd" -> "island"

    Rose for Selena quest: Two cases of i -> I, and "eachother" -> "each other"

    Other
    Treant hunt quest: Nothing wrong with the text, but they ask me to bring them wood when in reality the quest is to kill treants. If anything, they should say something like, our deforestation seems to have angered the local spirits, and we can no longer continue safely with treants constantly harrying us.

    Repeatable quests in general: It would feel better with new text for when a quest is repeated, along the theme of "this is still a problem".
     
  11. Scythien

    Scythien

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    Amazing rpg with great potential, keep the good work! :)
     
  12. KPC

    KPC

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    1. There should be the possibility to craft higher tier corp, using 5 lower tier corps, like it is with the rest items. They were so interesting for me at the beginning. But when there was nothing to do with them instead of weak potions, I could only sell them. I wish I could do more with them. For example, eating for gaining a small amount of hp.

    2. What about instant gold gain, when killing the mobe? Like it is when you last hit Neutral Hostile. I saw so many players killing mobs and leaving gold on the ground, which was a bit strange because gaining gold is one of the main goals when killing the mobs. Also, there was a discussion about the unnatural appearance of dropping gold from the wolf for example. And the model of gold is that small that I had a problem to pick it up. I suggest leave the current system for bosses, which you often kill with partners and you want to share the gold with them. But as for normal mobs only one player can pick up gold, so why can’t he get it instantly?

    3. Maybe adding the third bag is an exaggeration but I love that there are so many items and when I played for the first time I was so impressed and I was wanted to pick them all. But… I couldn’t store them. I found a peaceful place and I put my stuff there, hoping no one finds it. And guess what… Maybe private chest, crafted by any kind of wood would be good? But the map is too big and it would be hard to getting items from the same place when u are on another island. So maybe you can add the possibility to rent or buy the horse with another 6 slots in its equipment. Then it could travel with us and store items. Also, think about adding dog maybe for specific professions or normally. I would like to see more variations and mobs in this fantastic word.

    4. What is orb for? I found it but I can’t find info what was it for and I sold it. Shame but I also ask 80 lvl guy and he also didn’t know anything about it. :D

    5. Maybe you can add icons of islands in shipyard so it is more climatic and easier to remember and distinguish them especially for beginners.

    6. I was trying to sell my stuff as a beginner and guess what… I put it in NPC eq thinking he was a trader. Of course, I couldn’t get it back.

    7. NPC standing in one place is not that climatic that waling in the region of the village would be. Especially Villagers should be doing this.

    8. I wish I can respawn in the dungeon when I died in dungeon.

    9. In nature dungeon with Ancient of Lore as boss there is random teleport form boss room to the pillar in it.

    10. I didn’t know that my inventory in the second bag wouldn’t be saved. And I lost all my stuff hopefully I got much gold so I can remake it but if I wasn’t I would have to start playing one more time.

    11. Also please add #Island to tags. It was the thing I remembered about your map and it was a bit hard for me to find it. :D
     
    Last edited: Sep 16, 2019
  13. deepstrasz

    deepstrasz

    Map Reviewer

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    1. Earth needs a lighter colour as that brown is hard or impossible to read from certain distances. Same with Berry.
    2. Unrealistically to have those wolves right in the village when they aren't doing nothing and the villagers near them the same.
    3. Some wolves appear too fast after killing them, literally few seconds after or wolves killed somewhere else appear in places you recently killed another.
    4. Why not let players write the names of their heroes?
    5. You can't stack or buy stackable items if there's not at least 1 free spot in the inventory.
    6. Annoying that you can't move things from the backpack and into without dropping them first.
    7. Shouldn't villagers and NPCs be invulnerable than have 100k HP?
    8. You can't put other class weapons in the bag to sell them.
    9. Unnatural for the cliff endings in the water to be grassy and not sandy.
    10. I suggest quest items to be variables and not occupy inventory space.
    11. Farms near the beach?
    12. Crafting is pretty class specific. Basically you sell the rest or ignore lots of items completely.
    13. You can buy a ticket from Nalumia to Nalumia for 5 gold. That shouldn't be. I had no idea where I was so I lost some gold.
    14. Creeps come to help other creeps from pretty far distances.
    15. What about a 5th item type among the potion and gear, say jewelry?
    16. A prawn was stuck in deep water. PrawnOutNot.png Could not be attacked either by melee means.
    17. Ship parts has the same icon as pure wood.
    Will edit for more some other time.



    EDIT:
    1. You should use an item cleanup system to avoid shadows appearing in places where items were: Item Cleanup 1.3 This especially happens after you load the game the usual way.
    2. So, yeah, creeps appear randomly quite fast sometimes even somewhere near you are or fighting.
    3. Pete's kind of amnesic. Also, the region triggering the quest is somewhere behind the NPC. Should make it to right click on the unit instead when in range.
    4. Too bad you have to wait so much for the NPC item stacks to recharge.
    5. The system should know how to split items when you put more than 5 on the crafting table.
    6. Another prawn in a wrong place but that can be attacked by melee means. prawnWrongPlaceAttack.png At least, the items appear on the surface. And one on a small cliff prawnWrongPlaceAttack2.png
    7. More slots/inventories for the bag? An invulnerable pack horse at least?
    8. The skill points are named lumber when you hover the mouse over their place to the right of the gold.
    9. What about a stash?
    10. Campfires should not heal if you have full HP.
    11. Those boars are killer and three in the same place right in the village. You are pretty much forced to kill them each time because they are ranged and close to the fence.
    12. Bring a barrel of explosives from a dude with a ship to a dude with a ship?
    13. Impale only stuns? That's what the description says.
    14. Slam's triggered damage has a lower range than the spells AoE.
    15. What's stopping you from making every optional quest repeatable?
    16. Lobstrokk has issues. After stunning the creature with Impale, the spell wore off but the creature didn't do anything anymore.
    17. Avoid playing music through the sound channel. For instance, the theme that plays after killing the above mentioned unit.
    18. Cleaving Attack has a huge AoE (or it might be because of the long sword?).
    19. Isn't the cove supposed to be a secret? How do we know how to reach it?
    20. A campfire near the heretic? How's that fair?
    21. No wonder Selena left Balthazaar, the NPC being such a loser having someone else not only get a rose to the woman but also find/buy one.



    EDIT 2:
    1. A cage with a citizen in the middle of nowhere with no guards? Well, one had some ogres nearby.
    2. Dungeons are too hard in singleplayer. A level 39 warrior can hardly do something in the tenth level dungeon.
    3. Beepo's crystals should fuse 1 with 1 and then 2 with 1. The third component looked like all three fused together and the order I got them in was the one in the quest description. So, I had 2 of 1 crystal only items and 1 of three crystals item. Quest can be completed.
    4. Wilmer is surrounded by ogres. It doesn't look like their part of a salve plantation.
    5. There's a bug. Spells take double if not more mana and even health potions take mana now... level 44 warrior with unique items on.
    6. What's the medallion for?
    7. Lithuanian?
    8. Item types are basically the same thing but with scaled costs and properties depending on level. Nothing special.
    9. Abilities are regular Warcraft III ones and the specializations are mostly useless unless you keep certain spells for them and mind you, most spells are normal based.
    10. Basically what you do on this map is be an errand boy and kill monsters on the map. Bosses are just stronger monsters. There are no interesting mechanics to them except for the ones in the dungeons(? only reached the kobold). The gameplay gets monotonous pretty much halfway through.
    11. Azhara? Warcraft?
    12. The cliffs in the water south of the elven village are glitched. They are corrupted by a wood texture.
    13. These guys block the way multiple times: centaurBlockers.png


    EDIT 3:
    1. You can't take the elite boss quest again if you fail it.
    2. Took me some time to figure out that the Huntress statue zone is the shrine.
    3. Summoned dragons run away from the zone from time to time and get back.
    4. You get many skill point which you have nothing to do with.
    5. It's not fully playable in singleplayer unless you farm to kingdom come to be able to do any real damage in dungeons.
    6. Dungeon Masters should have a mercenary based system or something, not items so you wouldn't have to always clear 1 slot from the inventory to choose the dungeon difficulty.
    7. It's not necessary/fun to spoil the boss mechanics/weakness.
    It's a nice RPG but with too much old JRPG-WoW-like features that make it less interesting and fun in the long run.
     
    Last edited: Sep 17, 2019
  14. sunabokori

    sunabokori

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    this one seem good,and it does not require newer patch it seems, interresting for me
     
  15. InSaNe_97

    InSaNe_97

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    Is a new version already out?
     
  16. JohnnyBoy

    JohnnyBoy

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    No, the new version is coming out within the near future.
     
  17. InSaNe_97

    InSaNe_97

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    Okay thank you.
     
  18. Jumbo

    Jumbo

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    Review (I've played until lvl 80 but only a little endgame dungeoning after that):

    -The first thing I noticed was the vibe found in the map of a solid rpg - well crafted starting area, well crafted heroes, well-sculptured landscapes. This is a huge plus for me and shows that the creators were serious about the map.
    -Good explanation of systems. However, I think it is a bit hard for new players to know what's going on when the host just moves ahead and takes all quests. Perhaps make quests individual for each player and give newbies a clue as to where the first quest giver is. After all, the map description mentions "stories" but you don't really get any story is the feeling right now.
    -One very important point about save/load: Please allow save to WC3 folder of codes so we don't have to use the archaic system of taking screenshots and doing it manually.

    -The music choice is not good (in the first area atleast). It sounds like a cheesy K-RPG. Please change the music to something more medieval, renaissance-esque or asian theme is fine as well as long as it sounds serious and not like Eden RPG (which is a good map in its own right). I don't think your RPG is like Eden at all and neither should it be.
    -crafting system seems solid.
    -I played rogue (to lvl 35) and gameplay seemed quite straightforward. However, I wondered how the backstab ability was usuable from all directions - maybe this is your choice as the creators, but it seems odd given the usual logic of a "backstab" ability.
    -too much floating text spam. Please make it only for the nearby players or the player activating it.
    -music seems to bug sometimes and play vanilla TFT music for a short time after playing the custom music.

    UPDATE:
    I have played to lvl 80 now and I was less impressed as time went by.
    -The amount of repetitive grinding of repeatable quests is, to be frank, quite a stale design which we have seen many times before and it is not good here either.
    -the same can be said about the too schematical crafting and general item system. Items are too "orderly" designed and you start to just feel like going up a staircase monotonously rather than being on an RPG adventure. Tiers really are tiers and there is no organic progression here sadly.
    -the spell system is fun and I hope it will be expanded upon in the future as the options are fairly limited right now (I played ranger to lvl 80 and beyond and tried all the different builds).

    I give the map 3/5 for lack of inspiring gameplay based on my points above. Landscape is around 5/5.
     
    Last edited: Oct 26, 2019
  19. InSaNe_97

    InSaNe_97

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    I can't wait to play!
     
  20. Jumbo

    Jumbo

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    Updated my review above.