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The story follows up on the previous map, however there is many new systems included, most notably the movement via keyboard
Note that it is NOT necessary to have played the prequel in order to understand the story and the gameplay of this map. Don't worry ツ.
List of features:
1. Combat System
- Smart Shortcuts allow for a dynamic combat system
- Use 'Q' to strike. Strike hits enemies in front of you.
- Use 'W' to parry. All damage is avoided. Parrying is vital to your survival in combat.
2. Arrow Key Movement System [NEW!]
- 'Left/Right' are used to rotate the camera around your character so you can check out the fancy new armor you will get once you join a guild (read below).
- Use the 'Up' key to make the unit face the direction the cam is facing; once the unit is done turning it will move in that direction. Don't worry, the unit WILL NOT stop to turn when moving.
3. Enemy Behavior [NEW!]
- Combat AI: enemies with shields will try to block your attacks, some will circle around you in combat
- When hit without parrying, your screen will have red borders for a few seconds (see image below)
4. Forms of combat [NEW!]
- Additionally to melee combat which consists of good timing in striking and parrying, a bow can be obtained which enables the player to use ranged attacks.
- Ranged attacks are fired in the direction of facing and hit enemies in a line
- Your shots will always have a certain degree of inaccuracy to them, resulting in a 10° spread in both directions.
5. Improve your character
- Left-click certain NPCs to open a dialogue that lets you improve your skills.
- Skill points are earned by defeating enemies. They are displayed to the right of gold in the interface
- Focus on ranged or melee skills depending on faction choice and personal preferences
6. Choose a guild! [NEW!]
- At one point in the game you will have to choose a guild. Each guild has a different ideology and abilities to offer.
- Choose carefully. Once you have joined a guild you cannot undo your decision.
7. Dungeon Exploration [NEW!]
- There is sublevels which can be entered at certain entrance points.
- Each sublevel is connected to the big main world.
- You will be given an opportunity to return to the village from the previous map. (Don't worry you don't need to have played the previous map to get along)
8. Open World
- The world is relatively open with enough space for exploration; certain areas will be inaccessible in the beginning, though
- The story line will lead you to different areas and unlock new parts of the map as your quests lead you there.
9. Multiplayer!
- 2 player multiplayer supported and tested.
- Fully functional skipping of dialogue sequences: if one player presses [Esc] the other player will be notified that [player's name] wishes to skip the cinematic. If the 2nd players presses [Esc], too, the sequence will be skipped.
- Hours of gaming: it takes quite a while to finish this map!
...I thank the following artists for sharing their resources with everyone:
stormwindfootman by takakenji
FootArcher by Wandering Soul
Hero Ranger (Pre-Beta Look-A-Like) by Dan van Ohllus (aka Kuhneghetz)
lordaerontree by takakenji
[tab][tabheader]Good Points:[/tabheader]- Cool 3rd person style.
- Unusual move & fight system, which is is a major difference to other rpg's.
- Much effort is recognizeable in most part of the map
[/tab]
[tab][tabheader]Bad Points:[/tabheader]
- No free world, hero's way is restricted.
- Not a perfect implementation of arrow-keys into the fight system.
(The fact you have to press left/right + wait + press forward to get right angle while fighting annoyed me)
- You can't really influence the story very much
[/tab]
- no real free world
[tab][tabheader]Suggestions:[/tabheader]
- I really miss some more features (more items & spells for example)
- Idea of movement is cool, but it's implementation has to be improved (especially in fight)
- Maybe add a system which can optimize your view
[/tab]
Tips:
When you want to pass a way at begining and you have to pay 50 gold, the guy says "Halt" instead of "Stop"
And I had a short view on some triggers, and you leak in your move trigger every 0.01 seconds
(Use a variable for position of unit before you set point with polar offset, and remove it after)
Currently I give you 3/5 and +rep for much effort. And I would suggest you to work at mentioned points. Gl
I addressed the point leak. The usage of the word 'Halt' instead of 'Stop' is fully intentional, though. It's a historical reference. The story might make that clear towards the end of the map. Subtle stuff
I will see if it irritates too many people. If it does, it will get replaced by a 'normal' word.
Map Reviewer: Legal_Ease Map Name: 3rd Person - The Purge 1.0b Map Author: Grogenhoernchen
Originality
This map employs innovations and originality, exploring the bounds of WC3's game engine.
The parry and strike features are fun and work well. The concept may not be entirely new
for all games but the familiar feel when added to a Wc3 mod makes for a new and exciting
game style.
Score: 92/100
Presentation
Great presentation, light on the BBcode but well organized and
nice images have been used here. Everthing is explained very clearly and generates interest in
the game.
Score: 88/100
Design
The map displays a well thought out terrain and carefully selected
units. The story may be ridgid but the views are well worth it. Obviously a lot of work went into
making this game shine.
Score: 94/100
Triggers
Icemanbo is the expert on triggers. Most of what I learned I
learned from you Drogen so I'm not getting in the middle of this. However, I wouldn't write
off the Iceman, he knows his stuff. That said, this game uses a bit of well crafted GUI any
map maker should be proud of.
Score: 92/100
Object Data
Object data has been well chosem though you didn't go for
any extreme fantasy and bright flashy frills, I think its very stylistic and works really well.
1.72mb!!! That's nice work. Just a few well chosen models and such, low file size and a
game that delivers. Nice work!
Score: 99/100
Gameplay
Gameplay is really fun but can get a little hectic. Since the
game involves learning new commands it will be tricky at first, but that is to be expected.
I think the commands are intuitive enough that this should not be a problem after a few
minutes of play.
Score: 87/100
Honestly, I'm not a huge fan of the red fog, but other than that I think its great and my
only advice is.... please keep making maps!!! oh ya... and HALT! Who goes there? I think
this is fine. Halten was the original Germanic verb for to hold. Haltmachen turned into
the old English 'to make halt,' and my the late 16th century Halt was being used as a
common command in English speaking countries. It has been replaced by the more common
'stop' but I think for a game about a knight, 'halt' is very fitting (sorry Iceman).
The word is also unchanged in Danish and Swedish so I think it has some international
appeal. Anyway, I'll stop now, though I'm sure at this point, its going to be brought up
again in this forum.
Hi I go the map, while me and my friend playing it, we saved, after a while his net disconected, but when we load the save it make a Critical Error, is it we cannot save at the game or it's a bug at the save?? Thanks.
Hi I go the map, while me and my friend playing it, we saved, after a while his net disconected, but when we load the save it make a Critical Error, is it we cannot save at the game or it's a bug at the save?? Thanks.
Huh. To be honest, while I excessively tested multiplayer gaming until there was no more crashes, I actually never tested saving.
That being said, there is another built-in solution. When you progress through the game, you will unlock 'Checkpoint Codes' which allow to enter the game at a specific time of the storyline.
So just tell me at which point of the story progress the game crashed on you and I will send you the closest checkpoint code. It should work for 2 players.
Also check your questlog for new checkpoint codes every now and then. They are very usefull to jump to a certain chapter in the game.
This game is really great, I would give it a 3.5/5
Here r the good and the bad points
GOOD POINTS
- The terrain was great, but not really fantastic. Could be improved I think
- An unusual way of moving the character through the map with arrow keys
- Good story
- I appreciated the way of fighting with Swordcut and Parry
BAD POINTS (Unluckily)
- Sometimes, I didn't know where I had to go and I kept roaming by the map until I find the place I must go in. I suggest you shold put map pings, like in Rexxar's campaign, to show the player where he has to go otherwise he might get lost!!!
- A very small variety of items (even if I hate a map with 1000000 items)
- The item which increased my hit points by 10 is a big deceive and almost futile! I couldn't benefit a lot from it so I think u should increase the hit points bonus to at least 25
- Ranged attack was really bad compared to the melee attack! Sometimes it misses the enemy and doesn't damage
- Small variety of hostile creatures (only Quill beast, Toxic Spider, Bear and Mammoth), increase them! Put more creeps like Wolf
I found the combat system quite hard to play (hard to target enemy).
I suggest you make the hero automatically face the camera direction when you use the attack command, not only when you move forward.
You could also add a backward movement.
I appreciate your feedback y'all, note I have few time ATM, though.
@ Mr. Shadow Fury, I, myself, was always very aware of the concerns you listed as Bad Points. When developing a map there's priorities and focus on certain aspects. I feel like I got a lot of the things that were important to me just the way I intended. I know the weak points, like f.e. the less well-polished ranged combat system.
Overall I'm still quite satisfied with the end-product. If I find the time I will address the issues you mentioned, though. Just so you know that I am aware of them.
Many thanks again for the great feedback, you guys!!
I can imagine how much effort u put in that map! I, by myself, would never be able to create such a map! However, if u fix those bad points, it would obtain a 4.5/5 from me.
I had a quick question. The camera seems to zoom in randomly at a fixed interval. Is anyone else experiencing that cause it is causing a bit of lag. Also my computer is crappy so that might explain something.
I had a quick question. The camera seems to zoom in randomly at a fixed interval. Is anyone else experiencing that cause it is causing a bit of lag. Also my computer is crappy so that might explain something.
yeah, I, too, once experienced the ''joy'' of testing this on a rather outdated model. Just once. You will have to make the best of it, I fear, for there is nothing I know that can help you at the moment.
Movement can be coded better, I don't like how my unit can't face nearby enemy.
You should include moving back as well. Also terrain is flat and you could change that as well.
I hear you, Mr. Kobas. Since the pesky way of turning towards enemies that are very close has been mentioned several times AND since I was always aware of this issue (considering it ''less of a drawback'' back in the day), this issue will be one of the first I will address in the NEXT UPDATE.
However, the map will remain in the pit of un-updated maps a little more. No time right now. Exams= End of February --> Mapping = Beginning of March. Damn!
Great map man, it was a bit difficult at first but once you get used to the controls combat isn't that difficult. If you ever do another version or a patch try to add:
- Hero quickturn (180°) with Backward key.
- Two skills per class like: Shockwave & Thunderclap / Stomp based skills for the warrior; and Barretshot & Fan-of-Knives based skills for ranger (For better crowd control and spicing combat a bit.
- 2 Difficulty options, like normal and hard.
Those are my thoughts
Great map man, it was a bit difficult at first but once you get used to the controls combat isn't that difficult. If you ever do another version or a patch try to add:
- Hero quickturn (180°) with Backward key.
- Two skills per class like: Shockwave & Thunderclap / Stomp based skills for the warrior; and Barretshot & Fan-of-Knives based skills for ranger (For better crowd control and spicing combat a bit.
- 2 Difficulty options, like normal and hard.
Those are my thoughts
Hey, I've looked at your triggers, and they're in German or something (srry). I was just thinking - since your German, have you by any chance based this on the games Gothic1-3?
because gothic games are popular in Germany.
Hey, I've looked at your triggers, and they're in German or something (srry). I was just thinking - since your German, have you by any chance based this on the games Gothic1-3?
because gothic games are popular in Germany.
wow, funny that you notice that! You are very observant, my respect to you
I certainly got some inspiration from Gothic 1 and 2. Maybe you will notice some story parallels.
Like for example the fact that there are several human factions, 1 representing an orderly, but unfree society and the other one symbolizing absolute, but chaotic freedom.
Also, note the fact that most ''friendly'' NPCs in my map are unfriendly a!ssholes, just like in Gothic 1
wow, funny that you notice that! You are very observant, my respect to you
I certainly got some inspiration from Gothic 1 and 2. Maybe you will notice some story parallels.
Like for example the fact that there are several human factions, 1 representing an orderly, but unfree society and the other one symbolizing absolute, but chaotic freedom.
Also, note the fact that most ''friendly'' NPCs in my map are unfriendly a!ssholes, just like in Gothic 1
I really love Gothic1-2. Anyway can you please tell me how you made your blocking system because your triggers aren't in English. I really need that system for my map (I'll give you credit for the system)
Anyway can you please tell me how you made your blocking system because your triggers aren't in English. I really need that system for my map (I'll give you credit for the system)
Great map! I really enjoyed its unique style of combat! Just a few suggestions:
-There was no place that i could spend my skill points after the city was destroyed since all the captains were dead.
-Make some of the boss like units more dynamic by giving them special abilities. Perhaps the abomination could consume corpses to regain health or maybe do an aoe attack that you have to watch out for.
-Give the hero some unique abilities. One ability could be Sprint, which makes you move 75% fast for 3 or 4 seconds. Another could be Ensnare, which would net an enemy in place for a duration.
-If it is possible, it would be nice to be able to dodge projectiles.
Really good game, lots of potential. I can imagine this being fun in an arena sort of setting against other players.
situation was like: me and my friend started this map, cleared first location or whatever (we reached paladin and his army) after that camera did something WRONG and fps on warcraft was 1-2, so had no left choices except rebooting pc. Maybe it caused by bad connection or whatever, but all attempts to play it(map) again were failed at the same moment(when we were reaching paladin)
This is a really nice system which can be perfected.
Currently there's no moving backwards which creates issues trying to escape or turn back.
The movement isn't resumed if you either attack or use the shield if the keys are still pressed.
Using the left-right keys during combat/shield mode will rotate the camera and leaving it that way.
The hero does not turn with the rotating camera but only when moving forth and using the left/right keys combined.
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