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Gaias Retaliation ORPG

09-17-2009, 06:30 PM#1
zwiebelchen
New version 1-12-09!

New features:
- (Update) Fixed a bug with the Save/Load system sometimes reaching operation limit
- Switched to New Save/Load system, due to some bugs with the old one (Sorry, this means total code wipe)
- fixed a bug where units sometimes did not return to their camp positions properly (and never turned back vulnerable)
- (not sure about that, please give further feedback!) fixed desync issue with spell vendor
- fixed some minor bugs
- Shield Slam, Water Globes, Symbol of Fury, Remedy and Dazing Trap now cost 1000g instead of 2000g to compensate for the code wipe
- Remedy now is able to heal minions and the ranger itself




Years have passed since the poison of Gaia sprung forth from the lands. Corrupted forests, inhospitable to all, have spread across the face of Kurodan, and borders have faded as all fled before the encroachment of the toxic spores. Ankhmaron, the last haven protected by the Grand River, has sent out messengers to gather volunteers for the task of finding a cure to the plague.
In a tavern close to the village Riversdale, a small group of adventurers have gathered, unknowing, that their search will turn out not to be just a race against time ...


Features:
- Unique aggro system and Boss AI
- Spells with casting time, all being able to be countered, interrupted, etc.
- 5 classes playable
- 8 spells per class - 2 at start, 4 available at vendors, 2 can be found on world and dungeon bosses
- 2 dungeons
- 19 quests
- Building interiors
- 4+ hours of content
- Attachment System
- Save/load

The classes:

Squire

- The basic tank and melee class
- Can evolve into Berserker and Crusader
Skills: Taunt, Hateful Strike, Gaping Wounds, Shield Block, Revenge, Heroic Presence, Demoralizing Shout, Shield Slam
Weapons: Sword, Axe, Dagger, Hammer
Armor Class: Mail
Misc: Shield

Cleric

- Basic healing and caster class
- Can evolve into Bishop and Monk
Skills: Heal, Divine Shield, Judgement, Crippling Curse, Burst of Light, Confidence, Ressurection, Symbol of Fury
Weapons: Staff
Armor Class: Cloth
Misc: Book

Magician

- Basic caster damage class
- Can evolve into Necromancer and Sorceror
Skills: Fireball, Magic Missile, Dispel Magic, Fire Shield, Frost Cage, Lightning Strike, Warmth, Water Globes
Weapons: Dagger, Staff
Armor Class: Cloth
Misc: Gem

Ranger

- Basic ranged class
- Can evolve into Hunter and Druid
Skills: Summon Servant of Nature, Flaming Array, Claw Strike, Eagles Eye, Barbed Arrow, Ensnare, Feline Reflexes, Remedy
Weapons: Bow
Armor Class: Leather
Misc: Quiver

Thief

- Basic melee damage class
- Can evolve into Assassin and Bard
Skills: Stealth, Backstab, Blurred Motions, Embrittling Acid, Sweeping Strikes, Steal, Deadly Precision, Dazing Trap
Weapons: Sword, Dagger
Armor Class: Leather
Misc: Offhand Weapon


Upcoming features of further releases:
- content
- advanced classes
- main town

Please report any bug you might encounter during your play. This helps us fixing problems faster, which results in faster new releases.

Note: This map is meant to be played with 3+ players. It should be almost impossible to beat without Cleric and Squire so far, so make sure your group is well balanced.


PS:
I know that I didn't add everyone to the Credits I used resources from. I lost track on all the things I imported into the map. If you made something I didn't give credit to, send me a PM please and the name of the resource.


Download:
http://www.mediafire.com/file/ztnlck...%20v011209.w3x
Attached Images
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09-17-2009, 06:49 PM#2
Rising_Dusk
If you are submitting the map to the database, you do not need a thread for it here. Please let me know whether you are submitting it for feedback or for approval, because that will tell me which thread to remove. (Note that using the approval process strictly to generate feedback is against site policy)

Furthermore, all images should be attached to the post and not link offsite.
09-17-2009, 08:42 PM#3
Anachron
Playing this.. this is really really good.
09-17-2009, 09:44 PM#4
TEC_Ghost
Impossible with single player. Ill have to try it out when I get off work.
Also there should be a threat indicator so you know how much aggro you're pulling.

Id reccomend using a floating text bar below the enemy you're attacking that displays your percent of taking aggro from the top target, and a bar that fills the other way for saying how much more percentage of aggro you have then the 2nd highest.

That'd be sweet!
09-18-2009, 06:11 AM#5
zwiebelchen
I tried to remove my post in the submit area, but it didnt work (Thread tools). This is a WIP map, so its not meant for the submit area.
However; I think (from the features section) this map is pretty close to final state. All that is left to do is making content ...

@ TecGhost: I don't want the threat system to get simplified by a threatmeter. Threatmeters destroyed World of Warcraft imho. However, I think it's not hard to somehow get a feeling for your threat. I will decrease the threat ranged classes do in upcoming versions (based on distance to target), however, I will not add a threatmeter or something.
09-18-2009, 01:36 PM#6
Rising_Dusk
Okay, I've taken care of it. Thanks for being honest with me. You still need to attach all images to the first post.
09-18-2009, 03:04 PM#7
TEC_Ghost
Quote:
Originally Posted by zwiebelchen
I tried to remove my post in the submit area, but it didnt work (Thread tools). This is a WIP map, so its not meant for the submit area.
However; I think (from the features section) this map is pretty close to final state. All that is left to do is making content ...

@ TecGhost: I don't want the threat system to get simplified by a threatmeter. Threatmeters destroyed World of Warcraft imho. However, I think it's not hard to somehow get a feeling for your threat. I will decrease the threat ranged classes do in upcoming versions (based on distance to target), however, I will not add a threatmeter or something.

Threat meters didn't destroy WoW, they were a very integral part of dungeon raiding. And knowing there IS a threat system but not being able to see what your current threat is at is VERY frustrating, played this with some friends and told them that there was a threat system, but because they couldn't see where their threat was at they kept taking aggro and getting really irritated. So really it's just telling the people what's going on and I feel it would help in the feel and control of playing this map. Doesn't even have to be a bar, just a text tag in the bottom right saying your % or something, this feature could only make your map better.
09-20-2009, 02:09 PM#8
zwiebelchen
Quote:
Originally Posted by TEC_Ghost
Threat meters didn't destroy WoW, they were a very integral part of dungeon raiding. And knowing there IS a threat system but not being able to see what your current threat is at is VERY frustrating, played this with some friends and told them that there was a threat system, but because they couldn't see where their threat was at they kept taking aggro and getting really irritated. So really it's just telling the people what's going on and I feel it would help in the feel and control of playing this map. Doesn't even have to be a bar, just a text tag in the bottom right saying your % or something, this feature could only make your map better.
I will think about it. But for now, there are more important things to do.

@ Rising: Give me a day please, those screenshots are old anyways. I will take some new ones today and attach them, such as deleting the old ones.
09-20-2009, 02:50 PM#9
Askhati
Hmm, well I'd volunteer for the language/ proof-reading thing. How do you intend to do it - send me a .txt file with all the content you want me to check? Send me a PM if you want to chat.
09-21-2009, 08:46 AM#10
zwiebelchen
Quote:
Originally Posted by Askhati
Hmm, well I'd volunteer for the language/ proof-reading thing. How do you intend to do it - send me a .txt file with all the content you want me to check? Send me a PM if you want to chat.
Done that ... Thanks for your interest. Let's see how this will work out.
09-21-2009, 01:57 PM#11
TEC_Ghost
I did some play testing with some B.ney Pubbies, we had about 4 people and it was HARD, like retarded hard, does it not scale with player ammount? Other then that it was pretty solid man, can't wait to play it with more classes.
09-21-2009, 09:16 PM#12
Eleandor
Tested it in SP, and died after bringing a lone wolf to 85% hit points.
09-22-2009, 12:58 AM#13
zwiebelchen
Quote:
Originally Posted by Eleandor
Tested it in SP, and died after bringing a lone wolf to 85% hit points.
This is not surprising at all.


Btw:
New version!
09-22-2009, 07:58 AM#14
Askhati
Your first batch of text editing is done, have sent it to you. Haven't been able to test the map itself (EXAMS!), but will try to get to it asap.

Screenies look good, and the dialogue text I've seen thus far sound like you have some simple but fun quests lined up.

PS: how about telling us something about Riverdale's background? Like Rolfen's son, Casimir, and his "thing" with Emma?
09-22-2009, 10:08 AM#15
zwiebelchen
Quote:
Originally Posted by Askhati
Your first batch of text editing is done, have sent it to you. Haven't been able to test the map itself (EXAMS!), but will try to get to it asap.

Screenies look good, and the dialogue text I've seen thus far sound like you have some simple but fun quests lined up.

PS: how about telling us something about Riverdale's background? Like Rolfen's son, Casimir, and his "thing" with Emma?
I guess it is what it is. A village in the hinterlands of Ankhmaron. And about Emma is nothing special (maybe except that she's a house-dragon ) ...
I think the players will meet Casimir again later and find out why he was unable to go back home ...