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Blademaidens RPG

07-14-2003, 06:58 AM#16
Pheonix-IV
very nice map, although i have 3 suggestions
1: Fix the transmissions that play without the cinematic benefit, i had no idea where i got the Tryinium key from cause i didnt see that transmission, i put 2 and 2 together tho and i worked out what had happened to my ore
2: Change some of the text, it sounds too much like the present, change it from "planet" to "World" sounds much better for that time area
3: I suggest you remove charm and searing arrows, make 4 custom abilities, one based on Critical, one on Evasion, one based on maybe shadowstrike or similar and prehaps another direct damage spell. Charm is in there for no use as far as i can see, and searing arrows is useless cause you A: Start off with a poison orb styled weapon, that means that searing arrows never gets used if you use it, and you get a fire orb early in the game, so i suggest toneing down the rate at wich you get items, you also might want to reconsider how you do the creeps, as at the start and middle they are insanely easy, then you find the dragon turtle and it nearly killed me emote_sweat after you get the paladin, the only challenge is the dragon turtle, and only cause he surpirsed me, he does 50 - 60 damage 0_o also reconsider hiding keys ect in crates, too easy (apart from the ore) i suggest hiding them in creeps.

Very nice map, i look forward too the campaign :D
07-14-2003, 07:42 AM#17
c0nnick
Id just like to say that the Terrain, and the unit choice is great, I dont know why, but the Raven I dunno just fits in there...

This is by far the best RPG ive played on WC, thats sad considering this is bareley anything but a test, but it really is, I cant wait to see the whole thing!

Anyway, heres my suggestions

-Dont make the player run so far,. It was great at first, but when I had to run back and forth a few times, it got boring, make it so once u get far enough, a door opens to get back or sumthin.

-Add more stuff like the Ore becomes key thing, and I liked how u had to choose between 2 nice items

-The maze thing with the runes was dumb, there was no logical way to get through it, it was a great Idea, but make it color coded, like certain colors=death, u cud even make it more interesting than that(Sorry if I get too into this, I love minigames)Like I wuda made it bigger, and there r like 2 colors u can step on, and like Blue ones teleport u, depending on which blue one u step on, u teleport to a different part of the maze, and u have to work around that, and make it so one or 2(how ever many left) killed, or maybe just damaged u and sent u back to begining.

-Make the fights more eventful! I dont know how, but plz, give enemies abilities or sumthin, atleast make the fights LOOK interesting, it sucks walking into a fight, hacking at him a while, maybe casting a spell on him, then leaving, thats what I hate about warcraft, its so hard to add an RPG feel to a fight..

Um.. thats it I guess
07-14-2003, 07:44 AM#18
Raptor--
technical things:

#1:
i got the translation relic before i approached the runes -- once i got there i basically had 2 cinematics running at the same time... i was very confused

#2:
i had the key in that paladin's inventory and went up to the door to find nothing happened, not even a hint -- i thought i needed a different key... it was only when i went into the editor and found out that Raven had to be holding it... most people will have it in the paladin's inventory since he forges it

#3:
there was indication as to the fact that the map was going to end -- i passed by the trap room, planning to do it later, and walked into the end of the map -- i had to redo the entire map just to get back to the trap

#4:
the trap seems to be just finding the hint (which is god-awfully impossible since u can't see the runes that are on the elevated terrain) and applying it... i spent several minutes cross-referencing the colour combinations and their placements, with varations of replications on similar rows and columns, as well as coincident colours and rotations of some kind of logical pattern... i couldn't see any and i was pretty much stumped cause it seemed like there was no pattern to be solved

unless there really is some pattern and i didn't see it, i'd base the trap off of some kind of solvable problem, or at least make the hint easier to find

#5:
there was way too much mindless walking at the start... maybe unblock the lower gate so you can travel through it when u have to go back to the paladin guy, or put some events on the way... it was anoying walking all the way there, all the way back, all the way there again...

#6:
i guess u already addressed this, but if i was a paladin investigating missing people and an assassin walked into my camp, i'd be quite on edge
07-14-2003, 08:06 AM#19
Dactrius
(Takes a deep breath)

This is great! I never imagined I would get so much positive feedback. Ok, Connick first. I have taken your note on running so much into account. My friend who played the map said he didn't mind it as it made the level last longer and was also more realistic. I however agree with you and I will definately change this.

Bonus items and secret areas are something I am going to concentrate on a lot, so it's good to see that people take the time to seek them out.

As for the maze puzzle, I was anxious to see what people made of it. The answer is pretty cryptic actually, and from what Raptor-- says, I think he figured it out but I'm not sure. Once you have the translation rune, you can return to the runes on the walls dotted around the city and read them for clues and secret bonuses. (Although there are only a couple). The runes near the area where you first meet Edge give you the co-ordinates for a safe route through the grid. It works much like a map grid with A and 1 being in the bottom left corner. I will address this issue.

As for the fights, I will see what I can do. I promise I will do what I can. No doubt I will think of some way to spice things up.

Now Raptor--. The bug you mentioned was one I thought I had already addressed, so I will work on it right away.

The Tyrinium key issue will also be fiddled with. I can see your point here, as Mikhail made it so why can't he use it? I will make it so they both can.

The maps end will be announced in advance to allow players to return and complete any tasks they want to do. Thanks for bringing this to my attention.

The trap puzzle I have mentioned above. It will be changed accordingly.

Same goes with the walking around issue. It will be fixed up. And yes, I have sorted the cut scene between Raven and Mikhail. I'll see what you guys think when I release a more advanced version.

Thanks a lot guys, this was a great help. I promise I will take everything into consideration so just leave things with me.
07-14-2003, 08:26 AM#20
Pheonix-IV
o so THATS how your suppost to get thru the maze, i just opened up the map and checked to see where it wouldnt kill me emote_sweat personnaly i think its stupid to kill you, yes you can save but reloading takes time. Look at all the traps blizzard made, they just damaged you (so you could make a mistake once or twice, but you died if you just tryed to run across ect) also the areas to kill are too close together, i died trying to go round a corner 0_o i highly suggest making it less cryptic (aka colour coding) and making the rune hints easyer to find (anywhere in the area where you get the stone, not in the area before it cause thats just stupid and takes too long) maybe when you walk up too it say something like "this maze seems to be recent... prehaps those runes know something about its construction" or maybe something less ovbious.

Whew, thats alot of text on one subject, but its needed. Keep up the good work :D
07-14-2003, 09:04 AM#21
TKATK
good work,all the problems were adressed soo

just ask if a skinner or moddeler can help you make this even better.GREAT WORK
07-14-2003, 09:21 AM#22
Alexian
You shouldn't get more map makers then you have (or is it just you) because other then with friends maps seem to never finish with lots of map makers, but if you want me to look through your script and clean it up or make it more interesting/realistic, I would be happy too.
07-14-2003, 01:10 PM#23
Dactrius
Judging by people's opinions on certain plot points (Such as the meeting with Mikhail), I can see my script needing a lot of rework before the end. I'll try and stick to what people have mentioned though (I.e. More realism). When the script is done, I'll pass it along and see what you think.

BTW, it's just me working on this. No modders, skinners, nothing. It's a lonely job but someone's got to do it...
07-14-2003, 05:16 PM#24
c0nnick
And your doing a damn good job

I forgot sumthing else wrong with the map, in the script, its not bad, but sum of the things you say sound really funny

like, when 1 of the ladies ses "Theres only one thing that can do that, and you are one of them"

AND you missed an S in the 1st thing you say I think

And yea theres more stuff like that around...
07-15-2003, 06:26 AM#25
NavARXIDA
Just played your map and its really good ...
Nice terrain... promising looking script ... the set item idea ...

2 things i didn't like ...

a) The stupid annoying sound in the dialogs (the !bing! one) ... and

b) the rune trap riddle ...

you sould give a riddle or somekind of information to the players ... like follow the colors of the rain (meaning the rainbows colors after the rain) or something ... not let them in a trap with nothing to work with.

Consider me a beta tester when your map/campaign is done ;-)

Cya
07-15-2003, 02:12 PM#26
CrimsonCavalier
Too easy at the begenning. I basically waltzed through it up until the 2nd part of the city. There i carelessly got Mikhail killed by a huge turtle. But I mean before I even knew doors were locked I was finding keys by accident lol.
07-15-2003, 03:11 PM#27
TKATK
could i beta test map 2,3,4,5,.......

when its nearly done
07-15-2003, 07:57 PM#28
c0nnick
Yea, I would like to beta test as well
07-15-2003, 08:37 PM#29
KiNg_NeRuB
Quote:
Originally posted by c0nnick
Yea, I would like to beta test as well


ditto 8)
07-16-2003, 05:49 PM#30
Dactrius
Hey guys. I've recently been hard at work on the second Blademaidens level and it's coming on pretty nice. It's a lot smaller than the first level, but contains more RPG elements. It's basically an excuse to stock up before the next big level. Anyone who wants to beta test the levels can do so, but I'm going to finish the first three or four levels first. Shouldn't take too long but I'm taking a lot of care with this, since so many people are interested. I've also taken note on the issues brought about since I last checked this thread and I'll sort them out.

Dactrius

Screenshots from level 2: (Nothing Special)