| 12-25-2002, 09:21 PM | #1 |
Guest | Hey guys, Im planning on releasing a "special edition" of Shadows of Evil. If anyone has played the map all the way through at least once (without cheats of course) and is willing to help, please email me at [email protected] You dont need to know anything about mapping. Im just looking for someone who can list suggestions, bugs, etc. Also, if anyone has some of the other unofficial versions of this map (modified by other people) on their comp which include some bug fixes, new features, etc, please send them to me. I will make sure to add your name to the credits :) Thanks again. |
| 12-25-2002, 09:40 PM | #2 |
Goodie a special edition! Shadows of Evil is a classic, can't wait to see what new features you add :) |
| 12-25-2002, 10:58 PM | #3 |
How about some new skins.... I could help (Yes, I'm starting to learn how ;) BTW, I've only seen one version of your map. |
| 12-26-2002, 02:41 AM | #4 |
I didn't like the map at all. I thought it was yet another wander-around-and-kill-mass-creeps-till-you-hit-the-end map. The music and bosses were cool, I thought, but it certainly isn't a classic in my mind. |
| 12-26-2002, 05:10 AM | #5 |
Guest | -skipable cinematics -make the roads bigger -increase the price of the tombs -give me cookies :ggani: |
| 12-26-2002, 06:09 AM | #6 |
Guest | I didn't like this map very much. Simply put, it was too hard. There are barely any fountains to heal at and the mobs have too much hp imo. Solo play is neigh impossible. |
| 12-26-2002, 06:42 AM | #7 |
Kaggz RPG was a great map. I in fact enjoyed the hardness, and I have beat it twice before on b.net (both times took a long time though). The major flaws with it that I saw: 1) Boat loading. The priests from the village would not enter the boat correctly (this was ver. 1.5 on b.net) therefore they could never find the shrine. 2) The bottle quest. There wasn't a way to get back, so bottles 3,4,5 weren't returnable. 3) Refresh time on tomes was too long. I personally would up the refresh time so that people could spend all their money without bickering. To me there is a fine line between how powerful you want the characters to be versus how much bickering you want players to do amongst themselves. Putting such a long delay caused people to argue, fight, and even quit. 4) The rescuable boy quest. For some reason pathing was terrible with that quest, and returning the boy was a major pain. At the very least, increase his movement rate so that you don't constantly have to go back to get him. 5) The divine armor guys in the final dungeon area. It's well and good to depend on the one hero who can do chaos damage, but with b.net people drop all the time. I have beaten the game without chaos attack heroes, but it took a long time and was an intense battle to say the least. I would recommend simply removing the divine armor altogether. Hmmm those are all the things I can think of off the top of my head. I can help with your new revision if you want, I am really good at editing spell data, spell icons, etc - the latest map I have been working on has something like 60 custom spells in it, some of which have new icons / abilities. So if you want a unique flavor I can help with that. For example in my map I have a sword that has +50 attack, haste, and a strength bonus - and it works. I did this by editing a useless spell and replacing it with the spell data for the damage listed on the item, and changing the value to 50. Another instance on my map I have a paladin type hero who can cast the equivilant of a scroll of protection for 100 mana. I am also good at setting up spells / abilities so each hero maxes out his empty slots. I can set up triggers to replace a hero at level 10 with another version of the same hero who has 7 abilities / skills total, where each button shows up. I could do something like that for your map as well if you want. All in all you made an excellent map, the story was cool (with a few mispellings here and there), it was just the few bugs that brought it down a little IMHO. The only way I have won the 2 times (and I played the map many more times without winning) was by hanging in the arena for a long time and just powering up there. Also you might want to consider fiddling with the timings for the intro, perhaps slowing it down a little bit to reduce choppiness. I have one of the fastest computers on b.net usually (about 29 times out of 30) and the intro still runs slightly choppy on my system (and I get over 16000 on 3dmark 2001SE for instance). You can e-mail me at [email protected]. |
| 12-26-2002, 06:45 AM | #8 |
i liked da map but i agree that its nearly impossible to beat in sp. my suggestion is somethin like blizz did in the campaign. 2 choices: 1st) Shows a dialog at the map startup asking wich difficulty level he wanna play OR 2st) U consider da number of players present on the game. N u can do it in 2 ways: creating + enemies or changing handicap ah i can skin too take a look... if i can help with somethin pm me... sample: http://www.wc3campaigns.com/forums/s...&threadid=8261 |
| 12-26-2002, 09:28 AM | #9 |
Another possibility is to just revert control of the other wisps to player one. As for tomes, I think all maps using these should remove them and replace them with tomes of knowledge. This would help alleviate the disparity between classes. And yes, add a faster cooldown. Also, the mercenaries are *almost* worthless unless you want to run them back and forth to heal. After a period of time, they just become fodder anyhow. Perhaps add something to your shops so that certain units become trainable after a part of the quest is completed. That could go for items as well. Etc. (but the map is still a classic to me, just because it was among the first, and that sets the standard for many others that came after). |
| 12-26-2002, 05:32 PM | #10 |
Even though it was a good map, I would prefer that you make an all new map, not just a remake of the old one. Still, if you make a new one, you really need some difficulty options, I played it on single player and got whooped. |
| 12-26-2002, 05:47 PM | #11 |
The map was meant to be solved in multiplayer; I have beat it twice. It is not meant to be solved in single player. If he tuned difficulty to be solvable in single player, then the map would be way too easy in multiplayer. As it stands, you need a competent team to solve it - at least 1 healer, preferably 2, and frontmen. If people play without using teamwork they die fast, which is perfect IMHO as a lot of the b.net maps are too easy of that type. |
| 12-26-2002, 07:14 PM | #12 |
Guest | thanks guys for your comments...keep them coming :) btw, for those who have beaten it...are there places which seem unbalanced - either too easy or too difficult? |
| 12-26-2002, 07:22 PM | #13 |
Guest | The map is *impossible* to beat on single player. However, I still had alot of fun with it :D . I got all the way to the last dungeon/castle thing before I got wiped out by skeles ... Anyway, I would suggest putting in a single player option type of thing. For instance, a button at map initialization that allows you to choose Single or Multiplayer (where choosing single player would delete certain enemies as well as player whisps). Just a suggestion :gsmile: . |
| 12-26-2002, 07:24 PM | #14 |
Guest | also, does anyone know how to fix the prob which was caused by the 1.03 patch? (the problem lies with the creep AI) |
| 12-26-2002, 09:24 PM | #15 |
Yes, I made a version of the map I played with my friends with fixes it. |
