(3 ratings)
-Medieval Strategy Overhaul- This project is an overhaul of Warcraft III for the best experience in Medieval Real Time Strategy. Inspired by WCIII, Stronghold and Age of Empires II Medieval Strategy Overhaul is a grand and complex RTS. I've yet to play an RTS I've been truly satisfied with because each one has it's own unique systems and gameplay - so I decided I would combine the best aspects of them to provide a unique and thorough medieval RTS experience. New combat mechanics, camera zoom system, upgrade system for all units and buildings, custom pathing for custom buildings, castle system with build-able walk-able walls & rotatable buildings, realistic environments that affect unit stats depending on the terrain + more rivers & bigger maps with miles between players and plenty of room for building cities and castles, updated hero system, custom resources, farming system, and a crafting system for food and gear. Not everything is implemented yet - still a work in progress... 4 Player Map - Custom Melee / Strategy - Terrain inspired by Germany's beautiful landscapes. Terrain is in a rough state; laid out the basics but it needs smoothing, doodads, decor etc. InformationChangelogScreenshotsCreditsAuthors NotesTechtree coming soon...
0.2a - Implemented
Added Quests - Tutorial, Camera & Credits Fixed missing icons Building size reduced by 10-20% Custom Pathing for Buildings Additional tech requirements Shortened file name (Now appears in game list) Added descriptions to Attack and Armor types (% vs armor types, % vs attack types)\ Locked Player Settings (Always Human) Added more stone throughout map Walls slightly more expensive Hawk & Falcon sight range increased Updated Cavalry Icons Implemented Markmanship Upgrade (train at Archery Target) Implemented Canine Training and Animal Husbandry (Train at Barn) Implemented unused abilities that had required upgrades (Smoke Bomb, Piercing Ballista, Burning Oil - Explosive Barrel) Fixed Market and Cathedrals shop abilities - Items now buyable (Item Abilities still need work) Paths can now be built upon Updated Stone Gathering Trigger - Some loopholes fixed + Return Resources ability for stone. Updated Item Abilities + Added New Items 0.21a - Implemented Fixed missing icons in Quests Wall (4) no longer upgrades into Path (2) FIXED Stone Gathering glitches Player Starting Positions no longer fixed Assassin now upgrades at the Great Hall Fixed Pickaxe (3) Icon Gate no longer gives 10 population Paths buildable once again however can no longer be built on 0.22a - Implemented New JASS gathering system - Fixed memory leaks and all resource gathering bugs Assassin now has requirements of Tier 2 Infantry Heroes now have requirements similar to Infantry or relevant upgrades All Tier 2 Buildings now require the upgrade: Building Framework (from Lumber Mill) Well's Replenish ability heals x5 as much Fixed Sword (2) upgrade's DISBTN icon Ranged Foot Soldiers and Support Soldiers given Sprint ability Pathfinder given Ensnare ability Squire given Block ability Units with Berserk no longer have Charge! & Berserk now increases movement speed Scout, Fire Pit, Light Post (1) & (2) have extended LOS during night time 0.23a - Implemented Gate (2) & (3) no longer have spirit tower attack Stones now have 2500 hp, up from 1000 for additional stone Creeps levels revised for proper experience gain Hero XP rate doubled Abilities that cost too much mana revised Some new implemented abilities, more will come in later versions Long Hall (4) no longer resurrects heroes Workshop disabled icons fixed Additional tech requirements for some buildings Coming Soon... Finish and detail terrain New building construction system New walls and towers for castle construction Fix custom pathing maps and implement walkable walls + stairs Fix and reworked abilities for all units, especially casters 3 new units - Spy, Physician, & Naturalist New icons for all units (to match unique building icons) Coming soon...
Created by UmbraUnda, check map Quests for complete Credits
NEED HELP WITH TRIGGERS AND JASS !!!
Check the forum @ Medieval Strategy Overhaul Please give feedback and critique. |
I love the game! But are the trees really regrowable? Also, workers can't return stone resources manually.
An overly complicated techtree with only two resource types.
Still needs lots of work.
The map file name's too long to be seen in the game.
There are no credits in the Quest Log as the loading screen description mentions.
Terrain is flat and has little to not tile variation in many parts (especially the starting zones).
Why are all animals grouped and facing south?
Some buildings' description are not explicit.
Without the Stone Storage, the workers just keep harvesting on and on. With the storage, they just get to it and nothing happens. Stone is not given to the building, hence no stone resource added.
Pressing Builder (2) on Builder (1), nothing happens. He can't use the Thunder Clap because the has 11 mana and the spell costs 90.
Why not mention how much attack the drummer gives (ability) like for the banner?
Not sure why would upgrading the Lumber Mill be useful since all upgrades can be researched without upgrading the building. Upgrading it only takes resources and gives nothing except for increased HP.
Does Regrow Trees actually work?
Sweep on the Dummy mentions Gryphon Rider in the description.
Offensive Stance-> not yet working (description). Spear and Stone Wall as well.
Units get through buildings (after they are upgraded and become bigger).
In the House, Sleep and Rest are the same thing...
Why upgrade houses if they don't give extra food or anything else?
What are the unit on a unit (upgrades?) supposed to do? They cost resources but nothing happens when clicking them. OK, they work after upgrading some buildings but it's weird that the "ability" on them looks active before said research(es) is/are complete. What about using the ability/upgrade the Troll Headhunters have, Berserker? This way, all units will automatically be upgraded instead of having to spend resources and time on each.
What's the purpose of having a Falcon and a Hawk as two different units instead of one being the upgrade of the other or something? What's the difference between them?
Duke and Archduke as two different units one having an extra ability, gods...
King's Aura buff says: this unit has Bloodlust.
Because the units are so small it's hard to know which is a worker, which is which, most of the time unless they are set to a group.
Bishop and Counselor both have Cleanse.
Priest and Sage both have Healing.
How does the Boatman fish?
Worker (the second unit on the first row/the woman) has no DISBTN (icon looks like a green square on F10/pause). Use this program to create a disabled icon for it: Button Manager v1.8.2 Same goes for Long Hall and Sentry.
What's the difference between the workers, gender? Why not just make the gender spawn randomly like in AoE? So, then why not make a proper description for them instead of leaving the same description for both?
The woman worker has a green icon on her (Long Hall; I mean Worker (2)). The Repair ability switches places with the Long Hall as opposed to the other worker.
Scout's Light needs to look like a PASBTN (passive ability). Use that program to make it into one.
Stop, Hold Position and Attack have no DISBTNs. Sprint too.
Drummers and Bannermen have the same icon.
Blacksmith, Dummy, Pier, Path, Shrine, Fire Pit, Well, Tent don't have DISBTN.
All icons on the male Worker have no DISBTN.
Banner ability doesn't look like it's passive and it is placed differently than the drummer's.
All icons in the Training Ground except the one that has the Defend one have no DISBTN.
Most units in the Barracks have the same icon. It's frustrating.
Block icon doesn't look like a passive ability's. Same: Sentry, Evasion, Command Tactics.
Falcon's portrait is that of Medivh.
Inspire has no DISBTN. Neither do King, Nobility and Great Hall.
King's Aura's icon looks like a active ability's.
Inspire's buff is Inner Fire.
War Drummer's upgrade is placed instead of the Attack command while on units with Attack, the unit upgrade is placed near the Patrol command.
All icons under the units in the Archery Range have no DIBTN.
Archers look alike (icons).
Tooltip missing on the Ranger.
Multishot has no DISBTN. Same: Poison and Flame Arrows.
The icon upgrades for the archers don't look like their original icons like for the other units.
Tooltips missing on Fortified and Round towers. Also, no DISBTN.
Lots of green square icons in the Docks.
Overall a too complex techtree with things hard to remember; many similar units (look, icons, abilities, purpose). Hard to see units (small size). Everything is cluttered.
Huge buildings that take most part of the screen and units can get through them not being seen. Buildings can be constructed very near to each other.
Set to Awaiting Update.
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Basically what deepstrasz wrote.
And the mapsize is really extreme for 4 players.
I mean basic wc3 maxsize of epic (256*256) is already quite large and can easily comfort 12 players, whereas the new limit of 480*480 almost quadruples that, yet the maximum amount of players allowed stays the same.
So 12 players could work, still that's pretty large.
Waiting for update/response.
Also:I was wondering why the green squares appeared - alright I'll get those DISBTN's uploaded asap.
Open up a normal WcIII campaign map and inspire yourself from there.I couldn't figure out where I could edit quests - gotta look up a tutorial, I'll get to it soon.
You can use the numbers under Num Lock (activate it) to turn the units to a desired angle.Animals are like that because that's how standard wc3 was. I would like to add spawn points and have them wander but it needs triggers that idk how to do.
Oh man, that's kind of bizarre.Argh, oops. I forgot to mention that to upgrade unit tiers you have to be near a specific building. For the builder its the Long Hall (2) to upgrade to tier 2.
Well, you could just have three levels per upgrade. I don't think it's necessary to upgrade stone harvesting 5 times. Every upgrade level requires the building being upgraded or something.True - I need to add additional tech requirements to make upgrading buildings more useful.
Aw.You can zoom in and out with -zoom #
Also:
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
Open up a normal WcIII campaign map and inspire yourself from there.
Basically you need to go to Triggers->Action->Quests->Create Quest->Set Variable: OptionalQuest1=Last Created Quest; then Action->Quests->Create Quest Requirement for OptionalQuest1 (and write there what needs to be written).
You can use the numbers under Num Lock (activate it) to turn the units to a desired angle.
About wandering, there's an ability called Wander that WcIII neutral passive critters have but that makes them go absolutely random which means they can get to your base too. If you want them to wander in a specific zone, then you need to create regions and use triggers to make them move from one region to another by either using the Move or Patrol command (Action->Unit->Issue order to a point). You can either preset the regions or just make them wander to a random region from a region group. To do that you need to create variables for each region. It's a bit more complicated and takes more time. You'd have to make a chance based trigger like: Set RegionChance1=random number between 1 and max number of regions for said zone. Then have the unit move to the region corresponding to the RegionChance1 number.
Another thing you could do is just leave the Wander ability on and surround the animal zones with regions. If they enter one of those regions they will be ordered to go out of it.
Oh man, that's kind of bizarre.
Well, you could just have three levels per upgrade. I don't think it's necessary to upgrade stone harvesting 5 times. Every upgrade level requires the building being upgraded or something.
Aw.
True. However, there's no notification of the range or something.About the upgrading units near buildings - its done that way so that you don't rush with a small army, then upgrade outside of an enemy city - now that's bizarre. So it's more realistic if Spearman 1 upgrades to Spearman 2 at the barracks - where the new equipment would be located.
True. However, there's no notification of the range or something.
Without the Stone Storage, the workers just keep harvesting on and on. With the storage, they just get to it and nothing happens. Stone is not given to the building, hence no stone resource added.
Well, this trigger is very important. You should really find a way to fix/change it.Idk how I missed this - hmm it seems to be a rare range glitch. Try to move the worker closer or farther from the stone mill - that should fix it.
Sorry the stone gathering trigger isn't perfect and has a couple bugs.
Aye, I know how - I'll try tweaking the range, otherwise I'll post for help in the forums then.Well, this trigger is very important. You should really find a way to fix/change it.
Just a few bugs and suggestions. . .
Bugs :
1. When upgrading a hero, It lowers it's damage value (as well as stat I think)
2. When peasants are mining stone, the problem of not building a building to set the stone in makes the peasants stuck and unable to mine any more, even if you build the storage for stone, they are stuck at a value too high from the limited, and their drop-off no longer works (needs fixing)
3. When the stone drop-off is not built, the peasants shall keep on hitting the stone quarry only lowering it's health needlessly along with the 2nd listed bug.
Tips/Suggestions :
1. You can build anything on roads!
2. Roads flatten the terrain and connect to the other road's height - that way dirty bulks are not visible sticking out from the ground!
3. Buildings you can rotate (Some people like to make beautiful cities)
4. Stairs, bridges, moats (choke points and defenses!)
6. More resources ( I know you will put them in)
7. Roads can be upgraded to crop fields - which would generate a food resource (for 6th suggestion)
8. I suggest that houses give less food capacity, 10 is too much, start it off at 2, then each upgrade gives 1-2 more
9. Battle experience for units - the more they fight and survive battles, the more battle ready they will be, sure a fancy set of strong armor can be good, but if you meet a master swordsman, even if all he has is a sword in his hands, he can beat a heavily armored man, even in his underwear - also, training grounds gives the units battle experience to a certain extent, and fighting among play units as well, but anything more would be from enemy units, that way even this has a purpose.
I like the overall system and idea - make several separate maps when you finish this, and you've got yourself an amazing strategy game to play...
Needs a lot more work, ambience and detail.... But the overall thought on this from me is that it has amazing potential, and that when it's finished, It will be worth more than the maximum rating value, but for now....
Edit : Please fix the gates which are stronger than the walls themselves + can shoot 45 damage arrows...
Well Done 4/5
Hey, I don't remember if I wrote this or not. What do you think about changing the hue of the unit icons for each upgrade? Say the last one would be golden or reddish or something and the first ones green, blue or whatever.
Player starting units are created for each even if player slots are not filled.
Why not use some plants/crops something on the wide plain grass parts (or some other grass tiles)? Would make it look like fields and not desolate land.
Unless the Stone Mill is built, the workers just consume the stone pile health without taking the gathered resources to the main building. It's a neat patch since those resources aren't lost, they're being add up.
Long Hall 3's icon switches places with Set Rally Point's. It's all because of the Builder that pushes the Rally Point icon there.
I suggest placing each building upgrade icon (eg: from Long Hall 1 to Long Hall 2) on the same spot so that it won't look confusing like in the Great Hall, the icon being somewhere between the unit icons and whatnot.
Fine Meal text is yellow; a |cffff0000|r text error. What's the difference between this spell and Sleep again? They both have the same description. Plus only one of them is activated when one is used on a unit.
Some buildings like the Water Mill and Stone Mill have no displayed (yellowed) hotkey in their names/titles. Neither do: Long Hall, Great Hall, House, Manor, Forge, Tavern, Market and Warehouse. Now you can either make one different letter for each like the original game does or use: W, E, R, T etc. depending on the position of the icons in the build menu.
In the Tavern, Water Purification's icon looks like that of a passive ability.
Tavern Brew and Brewing icons look the same. Differentiate them somehow. Changing the hue is one idea.
Why would you have all 3 Tavern Brews at the same time in the Tavern to choose from? Plus, they all have the same description but require different mana values.
Same with the food in the Marketplace. The icons don't have DISBTNs there.
Assassin's Poisoned Strike's hotkey is green not yellow (ability text/title).
Many unit icons are the same even though they're supposed to represent different unit types (eg: Assassin and Ranger).
And so on and so forth, however, the map is playable with the critical issue being fixed.
Set to Approved.
Another set of feedback
1. You made the roads require a goldmine to be placed - now you can't build them at all
2. I found that final upgrade of a wall (don't know if it's vertical or horizontal) can be upgraded into a road.... (All that money spent on a wall, and someone upgrades it to a road ^^)
3. Assassins from tavern can't be upgraded (I ain't sure if it's fixed in 0.2) - Edit : It ain't....
4. Another idea - unit damages that are not siege deal 1% of damage on structures - I've noticed how fast units kill structures, and it just isn't all that realistic, what's the point of siege if a metal sword can cut down a stone wall
-A compliment - Finally someone who made a system where archers as a large scale army isn't able to kill 2 armies at once - It's actually a large scale problem by many people, however, I also feel that archers might be a little bit too weak in the battles, I suggest a system of RNG battle for them, bonus damage based on hitting a critical point (like a lung or a head shot) but it may be over powered in the long run - as it is now, it's some-what on the balanced zone, well done!
5. It would be fun to add in a bandit element after a 10 minute grace period that happens every so often, just to keep people concerned about safety and to make defenses early on along with some soldiers, as well as wildlife re-population (and the regrow doesn't quite work.....)
6. Shrine's "Ceremony" does not work, at all.... does it need a priest next to it? - Edit : It doesn't....
7. For those siege units that offer cover from archers, I have an idea for a system if there isn't one... - AoE damage transfer/ Linked damage - if an unit within the AoE gets hit / The linked units are hit, the damage is transfered to the defending unit, that's the basic idea I have for that - I think such a thing is possible because it has been done years back in metastasis, where there was a shield generator protecting you from getting hurt for as long as the generator has mana, and each shot would remove a portion of it's mana in terms of how much damage was done, so it' might be the only way, however I do also suggest giving a fail % chance, so that an arrow may stray past in the right point and hurt the units behind - nothing is perfect after all
8. Packing and unpacking trebuchets is way too fast - The process should be at least twice as long as it is now....
9. Automatic use of healing from houses on those which are hurt - it would help a lot more than having to nitpick healing everyone which would last a heavy amount of time more?
10. Inn serves the highest mana costing beverage (wine) all the time, even if you try taking the lower costing ones (Also.... make the HP regeneration different for each, even if for just 10 points) - and rework cooking and resting a bit, rest should be a AoE 0.2 hp per sec add-on regeneration while cooking should give 20 HP on 10 seconds - or else the tavern brews would be obsolete and irrelevant (plus, suggest you add mana to those buildings that give home made cooking and rest)
11. Houses that can transport, so that you can hide those pesky peasants in time of war.... and hide an army that can suddenly attack as a strategy
12. Walls should, like the siege units that defend you from arrows, defend from attacks, that way there ain't killing behind walls that cover half the city until they are down...
13. Since the system of resources is a little buggy, and hard to understand for new people, perhaps sending off the rocks to the longhuse is also a good thing?
14. Description for what does damage more to what and takes damage more from what in colors, dark green - great against, red - bad against, yellow - in between, orange - not good against, light shade of green - good against etc - easier for people to see how to counter and to learn
That's all for now - I will keep on nitpicking to help out with the development - just hope you don't find me bothersome after several long messages like this
Also - I do know an expert in Jass coding - try WselfWulf on battle.net - he goes on U.S. East and Europe, I ain't sure what times but he knows his stuff...
I need to see it refined first. I've cautiously approved it.Would be nice to get 1 more star after all the work done though
Well, hotkeys would be nice to be the same colour. Colour variation is good when it is supposed to differentiate things. Say, you'd use green for a rank name or something.Yup, I thought green was a more suitable color for a poison ability. Some fire abilities are orange-y-red. Would just having all gold be better?
I need to see it refined first. I've cautiously approved it.
Well, hotkeys would be nice to be the same colour. Colour variation is good when it is supposed to differentiate things. Say, you'd use green for a rank name or something.
Also, please try to make the description here more likable.
Wanted to edit but you've just replied.
Tutorial and Credits icons are green squares.
I don't remember if I mentioned this or not but the players seem to always start on the position their start location is. Try not to have them fixed as two players playing will always know where they are. Plus, is there a way for teams (eg: 2v2)? If it cannot be done the normal way try the triggers of this map: Skeletal Coast v1.3
The goldmine isn't a requirement for you to have built, but rather, imagine how an undead or night elf requires a goldmine to entangle/to haunt in order to start collecting resources - that's what the road requires; a goldmine underneath the place you want to build a road on...
Also, I'm glad you like my feedback, I'll keep you posted on any bugs I find or things I come up with and at least the ideas on how things could be made - I'm just not even moderately good in GUI but I do have some knowledge as to see if something is possible
Also, a quick feedback, again...
Bugs/Flaws
1. Wells only regenerate at night (like moon-wells) I am not sure if it's a bug or if it needs be like that, but for how much mana it costs to heal someone with it, it ain't really worth it unless for actual decoration...
2. Alchemist Molotov Cocktail.... It's a passive and cannot be used for throwing, currently, it has no use
3. Ability bug - when trying to use charge with units that have berserk, they will first activate berserk, then you are able to use charge (needs fix) - Sentry (hero) is an exception, he charges then he can activate berserk
4. Some heroes lack the mana to do spells, and I am not sure if you made it intentionally for them to be able to achieve the spells after leveling up and attaining enough experience or not
5. Not all buildings are affected by the stone upgrades in both terms of armor and health - both buildings that are affected and which are not say that the upgrade is "Building Framework" but one states it's at tier 1, and the other states it's at tier 5 - Needs fixing - The amount of added health through upgrades for buildings is really not significant as much as the armor added to it, bonus health should be bigger I think? Edit : My mistake - This one is alright, just has a separate upgrade with a really similar name that I failed to realize - colored black means it's irrelevant
6. Pack Storage at market, I am not sure if it's implemented properly, the inventory is already there, thus the upgrades are irrelevant (Also, it would be nice to have a group healing item - also it gives peasants and several other units inventory so it ain't really too big a loss) - Oh and, how do you upgrade a horse to a cart, I tried next to stable and market
7. Pickaxe 3 has no upgrade Icon - Stone Mill
8. Might want to change the A hotkeys for upgrades into U, and make abilities on a QWERTY/QWERTZ Symbol use, it's killing the hotkey for attack move.
9. Paladin (Hero) sword when mounted is in the wrong hand, so he's hitting with his bare hand on his last tier...
10. Do remove the "deflect arrows back" from the defend ability that gets upgraded in training grounds (not sure if it's within there or not as I have not tested it with people) - if it is, it would not be realistic to deflect an arrow back with a shield, and make the archers suffer such an unrealistic hit
11. Siege units "Explosive Barrel" is, like molotov cocktail, a passive that cannot be used as intended...
12. Why does gate give 10 population - and warehouse 40?
Ideas...
1. Wouldn't it be also a good idea to swap assassin into warehouse and in tavern to add a new unit like "spy", I remember in Rome : Total War they were used to open the gates into an enemy town so I was wondering if these ideas could be used? - I just kind of feel like the warehouse is a common get together place for assassins due to the size and relative emptiness in terms of workers when it's nightfall, where as a tavern is a place of exchange in information? - Still, the current setup is perfect as it is (just my opinion) Edit : Assassins are good rush units, real high damage, ability to move faster, not too costly - perfect harassment and quick games
2. Might want to add engineer specific buildings like traps and road pikes for blocking for engineer
3. Cavalry charge gives the cavalry immolation for the time it's active, that way it simulates the actual cavalry charge breach towards the units, giving them a "ram" effect when confronting enemies
4. Might want to add a lot more HP to the buildings - As it is now, siege units can destroy walls in 3 shots minimum when the walls are maxed out in upgrades, and 4-6 as a regular, and that's a bit too fast, not to mention that the units can quite easily kill buildings within seconds - Needs a bit of balancing in that aspect
That's all for now, I do hope this feedback also helps (I might be piling up things for you to do when you have time though - I'm sorry in advance for that)
Paths are buildable again - great! (Still needs to be buildable under structures and that structures can be built upon it though)
For now I don't have any feedback of bugs and ideas, I'll need to wait for the new version and more implementations you will put in, I really don't see any game breaking things to point out at this time, but I'll be nitpicking some things - meanwhile, I really like how you put the stats for the damage and attack values like I suggested, though I do recommend to separate them in terms of them going one under the other rather than the simple texting out approach, for now, it's a good basis
I really want to see your project come to life, could be said that for now it's in a pre-beta stage that is playable with other people
It's also fun to notice that in the start, resources are just so vast for you and you start thinking "I have so much resources I can build anything" only for building upgrades to have you think carefully as well as abilities
A bit over 100k gold and wood is needed to upgrade every structure and upgrade, put in the fact that you'd like to make a city and you can surely add 30k to that - all in all, it proves to be a "pick a tech tree you want to base your army on" for a conservative approach to your resources, rather than "I have a surplus of everything from the vast riches and auto gain, and now I can max out everything!" - Really like this fact
All in all, it should be a 2 hour long game before big battles occur, anything before that would be like small scale skirmishes and harassment - which in turn, is like the real thing
One thing I'd like to point out as a bad feature - The community on wc3 nowadays favors quicker maps - I might be wrong about how long it takes to fight, but I do know that people will favor playing up to a hour, so I guess tier 2-3 armies will mostly take the fields along with many tier 1's and up to tier 2 upgrades and abilities, so seeing elites and tier 4's and 5's will be some-what rare if not heroes like king who can cast tranquility and queen who is an excellent group healer (my thoughts)
Are trees regrowable now?
How do you "trade"?
Can you change the wall's structure? That wall type isn't suitable to be walkable and not thick enough for it either.
This is a great map, here i can make some beautiful cities
The below picture is my works, i hope you will like
View attachment 264000
No problem!WOW! You went all out mate. This looks awesome! I'll add this picture to the map's screenshots if you don't mind.
Review Notes
-Custom Loading screen would be nice.
-No portrait for scout. Neither for the female workers.
-The workers didn't return with stone when they finished mining it. Neither did the lumberjacks. I later realized this was because the main building does not have the "return resources" ability. Shouldn't it have?
-When I trained workers, and put the rally point on a tree, they just walked up to it, without starting harvesting.
-Nice clear icons.
-The attack type and armor icons aren't that nice, but not a big problem either.
-The builders tooltip in the long hall should tell that the male and femlae builders can construct different things.
-Lovely buildings! Provides a real nice medieval feel.
-Fckn giant map! Enormous, big boundless, eternal, insane! Nah, but really, the map did not have to be this big, i think.
-Good pathing maps for buildings! I was especially hinking of the market here, which I expeceted to be quite clumsy.
-Scout is the only unit that does not have a soundset.
-The horizontal and vertical wall models are rotated correctly, but their pathing is just 4x4; not the same pathing as the model shows. This seems to adjust when finishing the building though, but it still comes across confusing.
-The walls also have a quite a high lumber cost, for little protection, and they take loads of time to build, if you wanna fence in a big area.
-Additionally, I happened to build a wall close to some wild elks. they had to run to the middle of the wall in order to attack it, which is kinda weird.
-The elks fire electric bolts when attacking?
-I could build barracks, but not train a single unit with it until more requirements had been met. Same thing with archery range.
-The guard towers doesn't actually fire arrows as it says in the tooltip.
-The tooltip for the scout and its upgrade are the same, and nothing happens when I try to upgrade the unit.
-You can build the market early, but you have no unit with inventory to put the items in.
-The regrow trees ability did not work, or perhaps it took really long?
-The arch-duke doesn't have a lot better stats than a scout, except for the abilities. Felt pretty underwhelming.
-Elks and pigs are very aggressive to be critters. It doesn't quite fit I think.
-There are upgrades for all houses, but the tooltips doesn't say what they can offer, which is quite irritating. Then you have to figure that out after already investing time and resources. Sometimes it is just a bit more armor and health which is really useless on some buildings (such as the market).
-The female villlager trained from houses has the sorcoress tooltip.
-I don't get the point of vilagers. Are they just superweak army units?
-The pathes, like the walls are also painfully slow to build, considering you'll need loads of them to make them useful. THe speed boost it provides is barely worth it either. I didn't actually notice a difference. I like the idea of this though!
-When you train something in the docks, the building changes visually to (maybe) an upgraded version.
-Almost all the things that were available for research in the dummy target, lacks a proper description. One says "not working yet". I found more of those in the training ground.
-All buildings have pretty weird building times. A large warehouse atkes as long to build as a patch of road.
-There was a small area on the south-western island that was lit up for no reason.-When you train a horse from a calf (that's a cow baby btw. A horse baby is called foal) the calf remains.
-The elks screams in a very manly manner when slain.
-The ballista projectiles are really tine compared to the bolt it has readied. Also a really powerful unit for a low cost! Especially compared to the battleship which was underwhelming for its cost.
-I could never find the cloth armor requirement that is needed to train soldiers.
-The "fortified armor type still have the wc3 icon, but attack types are mostly changed. I think you should change all or none of those icons.
-I wanted to train a fencer which required Sword (1) and Mail Armor (1) which I had upgraded, but I could still not train the unit?
All in all I must say that this felt pretty unpolished. Unfinished to some degree. It should be playable for sure with more than one player, but there are a lot of stuff that is not finished or balanced yet.
Generally it was confusing knowing what to research to build for the optimal outcome. Perhaps you need to play it a few times first though.
You can really decorate and create a beautiful base with all the different buildings available! I had more fun designing than actually winning.
Not because you need even more stuff in the map really, since it is really content-rich already, but maybe a few more resources to use would be nice? It would be more like Age of Empires then too.
I think it has some distance to go still, but when it gets there, it can become epic.
Thanks, but no need really.I already gave you rep yesterday but once the cooldown passes I'll give more.
I'm considering that too. That's a lot more to learn first though...Also, I'm considering remaking this on Unity or another game engine for RTS games because wc3 can only go so far.
Glad I could help!Thanks again mate - best feedback so far.