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(10) D&D 3.5 - Calim River

05-29-2006, 03:07 PM#1
Bibendus
Enter into the real world of Dungeon & Dragons, fight powerful creatures with your party and enjoy the completely featured d20 D&D 3.5 Engine.
There are no DMs or long waitings until they complete the adventure, try this map and wait for future adventures that will use this same engine.

============================================
Please, visit the project forum for bug reports or suggestions:
http://dndworld.rocks.it/
============================================

FEATURES:

D&D Engine
Fully working combat system with dice rolls. Bab, N° attacks every 5 Bab point, Armor Class, Critical Hits based on weapon type (critical range and critiacl multiplier), Custom spells with dice damage and Saving Throws, daily Spells and Abilities, Rest System to restore them. Each caster has 22 castable spells gaining them every 2 levels.
Visibility is modified by race, torches or light spell, underground areas, day/night.

Stats System
Each hero is customizable. They have the 6 D&D stats (Strength, Dexterity, Constitution, Wisdom, Intelligence and Charism) and each stat gives bonus. Str give more damage and more Attack Bonus on melee attacks, Dex increases armor class and ranged Attack Bonus, and soo on.

Classes & Races
You can choose all D&D 3.x Classes and Races with their stats bonus/malus, vision type and racial abilities (Ex. ghouls don't paralyze hero with elven blood, dwarfs are not slowed by medium and heavy armors, elfs need half time to rest).

Feat System
Each hero can spent his feat points to gain special attacks or bonuses like in real D&D.

Trap System
The map is full of hidden traps that only rogues can find and disable. Some are really scenic ;)

Equipment System
18 item slots, 6 for armors, weapons, shield, amulets, rings and boots. Only 1 item x type can be equipped at the same time.

Loot System
Real D&D loot system with generation based on Challange Rating. Gold, Valuables, Minor, Medium and Major Magical items are automatically generated for each creep killed.

Save System
You can save your character and restore it when you play again this map.
You will be able to load the same character on future D&D Adventures that use this Engine.

Character Sheet
The game enables a board showing you all statistics, spells and abilities x day, bonus/malus, etc in real time. It will look like having a real character sheet on your hands!



LAST VERSION: 0.52 Beta


0.51 --> 0.52 Changes
-Equip/unequip bug fixed.
-Barbarian rage rescripted for 3.5 and fixed.
-Fixed some minor bugs.
05-29-2006, 04:03 PM#2
Tim.
I played this once on Bnet, and found a fatal flaw. You can play offline with whosyourdaddy activated, get really high levels and such, generate a load-code, then load on Bnet. I wonder, have you fixed this problem?

We'll test this soon.
05-29-2006, 04:06 PM#3
Bibendus
You can't save in single player... only load!
05-29-2006, 04:32 PM#4
Aray
Oh goody! You took my advice Bibendus! :) (or maybe it wasn't me but... yay! =)

I've enjoyed playing this map countless times, but sadly I grew tired of it when it stopped progressing. Again, I am very glad to hear you are (slightly) back in business :) +rep for this amazing map.

Edit: You should've maybe considered posting it in map projects instead... Aw well, I'm excited to hear the "verdict" ;) Oh, and uhm, doesn't last version mean like you've done working on the map? I think latest version would be best, though I know last can also be used... blabber... :/
05-29-2006, 04:38 PM#5
Bibendus
Before the WC3Campaigns site revamp my project was hosted here... but my map forum got deleted in the meanwhile...
05-29-2006, 04:40 PM#6
Tim.
Quote:
Originally Posted by Bibendus
You can't save in single player... only load!
Great glad to hear it.
Quote:
Originally Posted by Bibendus
Before the WC3Campaigns site revamp my project was hosted here... but my map forum got deleted in the meanwhile...
Is that so? Hmm I'll talk to Dor. Although we cannot restore your forum, you can apply for hosting again assuming your project is still active.
05-29-2006, 04:52 PM#7
Bibendus
I made it when asked after the site revamp but nothing happened soo i opened my private forum. I think that now i will wait to finish the project before asking again for hosting there.
05-29-2006, 07:32 PM#8
Tim.
Understood, I spoke with Dorelian, and he said that since you were hosted before, just ask and it can be restored. (A new forum though, of course, since all project forums were lost in the transfer)
05-31-2006, 09:21 AM#9
heroquestfan
a D&d game, intresting.....
06-02-2006, 01:43 PM#10
Aray
Quote:
Originally Posted by Tim.
We'll test this soon.
- It's not my intention to be importunate, I'm just wondering if you have some slight knowledge of when you might be able to test this?.. I'm just so excited to hear what you think of this game, and see if we share the same opinions. Hopefully I'll have the time to run a thorough test on this myself, but I'm waiting for this:
Quote:
Originally Posted by Bibendus at maps.worldofwar
on next version I'm working on a new unit that allows players to learn skills like in D&D.
Actually the skills are calculated as maximum by default but it's not fair for characters with different levels of intelligence.
- So I want to wait and see what this looks like, so that I can test something brand new that I haven't seen in this game already.
06-03-2006, 11:53 PM#11
Blade.dk
I played it, and generally liked it.

The game seemed to work well, and I think you put a lot of effort in the map.
Getting started with all the systems and such was quite hard, but when you first had control over it, it worked well.
It could use some kind of anti-teamkill protection, one of the guys in the game kept killing the rest of us, and he could do it in a few hits.
We didn't follow each other extremely much, we were often in completely differemt areas of the map, so it was hard to see, but several of my allies died way more often than me - I think there are imbalances between the different classes.
I think it was annoying that you had to type '.revive' manually to revive, it could do it automatically.

As said, I really liked the gameplay, and it seems that a lot of effort has been put into the map. But there are also some things that could use more work.
I am approving it, because of the gameplay and how nice I felt it worked.
06-04-2006, 12:56 AM#12
Tim.
Although this map has clearly had a lot of effort put into it - I find it lacking some very serious parts of gameplay. Below is a list of problems that should be resolved.
  • Why are the units so very, very tiny? I can imagine you want the scale to be realistic, but from a normal RTS view the units are so small you can barely find yourself let alone enemies. This needs to be resolved somehow (Don’t say “Use cam7” or anything, if you are going to allow RTS view, you need to make it playable.)
  • There were some missing DISBTNs (Like the Torch), it is not hard to fix this, however it is important.
  • The trees horribly cut of the players view of the battlefield. With .3cm spiders on the screen covered by 5cm trees, it’s no wonder we died so often. If you are not going to make the units bigger, then make the trees smaller - or make them semi-transparent.
  • Place the backpack and weapon inventory dummy heroes off in the middle of nowhere, not with your hero. It’s annoying that when I drag-select my hero I select 3 units.
  • The Druid hero had a root spell that not only rooted enemies, but allies, and the caster himself. These kind of things must be fixed.
  • Balance is clearly lacking. Rouges are suppose to be stealthy, sneaky, and deal high damage from stealth-mode or deal low damage at a fast rate. My level 3 rouge could easily die to 3 tiny spider creeps. The rouge HAD no stealth abilities except some hide ability that made me crawl and did not help much damage wise. Also, I moved slow by default. Now I decided to repick and I chose the Barbarian. I expected a high damage, high hp, but slow as a snail hero. What did I find? A super-fast move speed high HP high damage hero that could easily knock out 4 spiders in 3 seconds. My level 1 Barbarian could kill a level 4 rouge hands down in 1 hit. My rouge couldn’t kill a level 1 Barbarian in 7 hits. I think you get where I am going - balance is vital, and from what I saw this map has very little.
  • The multiboard housed tons of stuff that made no sense to me, so I just minimized it. Perhaps you should have an option of the in-depth multiboard, and a shortened version with just the vital information.
  • You could easily press Control+C to unlock the camera.
  • Quests could only be done once, so while my rouge died 6 times to the same damn spider, the Barbarian ran about doing all the quests in a few minutes.
  • All the quests are going on at the same time because all the players are doing all the different quests, so it becomes hard to follow the plot.
  • It’s one thing to die a few times in the beginning while you learn the ropes, but we (Even the Barbarians) were dieing constantly. IT was like you charge into battle and keep fighting until you get overwhelmed and die. Seriously, lower the amount of units in those clusters, or change their acquisition range. After the first 5 minutes you should only die if you’re careless, not if you are just creeping like normal.
  • Why do I need to press ESC to revive? Why do I need to suicide myself? When I am knocked unconscious, just kill me and revive me. It seems like a waste of time and effort typing .suicide .revive, especially because we died so often.
  • I can understand you want players to be able to forge alliances, but it is ridiculous that one of those Barbarian heroes could kill half of the other players in 1 hit. Again, balance. I suggest an anti-player kill protection for players under a specified level.

The main problems for me relate to the balance issues, the unit size, and the trees. IF I cannot see my hero or the enemies, and I’m extremely weak as it is, I am doomed to die. I cannot approve this in it’s current state, and I will be unable to approve it until the balance is worked out.
06-04-2006, 11:34 AM#13
Aray
Quote:
Originally Posted by Blade.dk
I think it was annoying that you had to type '.revive' manually to revive, it could do it automatically.
Quote:
Originally Posted by Tim.
Why do I need to press ESC to revive? Why do I need to suicide myself? When I am knocked unconscious, just kill me and revive me. It seems like a waste of time and effort typing .suicide .revive, especially because we died so often.
- I think this is because if you have a smart team-build, you will have someone who can revive you, so that you don't have to die and loose those crystals. But I also think that there should be some kind of command maybe, that allowed auto-reviving.

I also support that semi-transparent trees idea from Tim.. I've made a smilar suggestion to Samurai Legends, but nooK felt it would be too much trouble. Could it be that there are easier ways of doing this than what he could have possibly had in mind? I would love to see the trees in DnD become transparent, because I would not like it at all if they were changed, since they make me feel like I'm really in a huge forest with dangers lurking around every corner. I hope Bibendus can show some sign of life here again soon.
Quote:
Originally Posted by Bibendus at maps.worlofwar
I'm sorry, world of warcraft is consuming my life :D
- But I have my doubts
06-05-2006, 12:13 AM#14
BBDino
Remember that this map is an attempt to emulate D&D 3.5 editions mechanics, preconceptions from other material (E.g expecting barbarians to be slow) doesn't help anyone.

A tip for rogues, assuming this works like D%D, flanking allows for the addition of sneak attack damage on every attack, thus a rogue with an ally on the other side of an enemy deals an addition 2d6 damage EVERY ATTACK at lvl 3.

If flanking rules havent been included then it is no surprise rogues are under powered in this map.
06-05-2006, 01:58 PM#15
Bibendus
Quote:
Originally Posted by Tim.
Why are the units so very, very tiny? I can imagine you want the scale to be realistic, but from a normal RTS view the units are so small you can barely find yourself let alone enemies. This needs to be resolved somehow (Don’t say “Use cam7” or anything, if you are going to allow RTS view, you need to make it playable.)
I never had this problem of view... i see perfectly my hero and i select it with F1 or group it for later use, i can't understand the problem ;)

Quote:
Originally Posted by Tim.
There were some missing DISBTNs (Like the Torch), it is not hard to fix this, however it is important.
I was waiting for another graphic for the torch before making a DISBtn for it... unfortunately my friend is no more going to help me in this project and i can't find another decent torch button to use.

Quote:
Originally Posted by Tim.
The trees horribly cut of the players view of the battlefield. With .3cm spiders on the screen covered by 5cm trees, it’s no wonder we died so often. If you are not going to make the units bigger, then make the trees smaller - or make them semi-transparent.
In next version I'm going to realise a better 3rd person cam view controling to use under trees... how can i make them trasparent?

Quote:
Originally Posted by Tim.
Place the backpack and weapon inventory dummy heroes off in the middle of nowhere, not with your hero. It’s annoying that when I drag-select my hero I select 3 units.
If i do this you should need a command to store/equip items instead of simply moving them from the hero to the equip/inventory icon.
Try selecting the hero with F1 ;)

Quote:
Originally Posted by Tim.
The Druid hero had a root spell that not only rooted enemies, but allies, and the caster himself. These kind of things must be fixed.
This is intended, many spells in D&D don't affect only enemies but each target in their area.

Quote:
Originally Posted by Tim.
Balance is clearly lacking. Rouges are suppose to be stealthy, sneaky, and deal high damage from stealth-mode or deal low damage at a fast rate. My level 3 rouge could easily die to 3 tiny spider creeps. The rouge HAD no stealth abilities except some hide ability that made me crawl and did not help much damage wise. Also, I moved slow by default. Now I decided to repick and I chose the Barbarian. I expected a high damage, high hp, but slow as a snail hero. What did I find? A super-fast move speed high HP high damage hero that could easily knock out 4 spiders in 3 seconds. My level 1 Barbarian could kill a level 4 rouge hands down in 1 hit. My rouge couldn’t kill a level 1 Barbarian in 7 hits. I think you get where I am going - balance is vital, and from what I saw this map has very little.
This is how D&D works. The game is balanced for teamworking not for playing alone. If you play with a mage you will die easily killed by 2 spiders but in team with a fighter you can kill all you want when enemies are occupied with him.


Quote:
Originally Posted by Tim.
The multiboard housed tons of stuff that made no sense to me, so I just minimized it. Perhaps you should have an option of the in-depth multiboard, and a shortened version with just the vital information.
They are all the vital information a player needs... all are important!

Quote:
Originally Posted by Tim.
You could easily press Control+C to unlock the camera.
This is intended because many players dont like following cams and I'mt not going to force them.

Quote:
Originally Posted by Tim.
Quests could only be done once, so while my rouge died 6 times to the same damn spider, the Barbarian ran about doing all the quests in a few minutes.
As i said it's a team playing game, soloing is not soo easy to do with the wrong classes.

Quote:
Originally Posted by Tim.
All the quests are going on at the same time because all the players are doing all the different quests, so it becomes hard to follow the plot.
I should force people to follow the quest cinematics blocking the game but it would result annoying for people that already played the map.

Quote:
Originally Posted by Tim.
It’s one thing to die a few times in the beginning while you learn the ropes, but we (Even the Barbarians) were dieing constantly. IT was like you charge into battle and keep fighting until you get overwhelmed and die. Seriously, lower the amount of units in those clusters, or change their acquisition range. After the first 5 minutes you should only die if you’re careless, not if you are just creeping like normal.
i continue decreasing the spawn amount of those spiders but they are always many... should i decrease it a bit more again?

Quote:
Originally Posted by Tim.
IWhy do I need to press ESC to revive? Why do I need to suicide myself? When I am knocked unconscious, just kill me and revive me. It seems like a waste of time and effort typing .suicide .revive, especially because we died so often.
As someone said there are spells that allow to resurrect people witouth loosing the gemstones, same if you are dying people can heal you and restore your life back.

Quote:
Originally Posted by Tim.
II can understand you want players to be able to forge alliances, but it is ridiculous that one of those Barbarian heroes could kill half of the other players in 1 hit. Again, balance. I suggest an anti-player kill protection for players under a specified level.
This is not soo easy man... some D&D spells are studied to damage all units in their range, allies included. If i block melee attacks to friends i should block spell area damage too... but i should not do that because it would allow mages to throw fireball in the middle of fights witouth damaging their party.
Maybe i can work on a votekick command or kick usable by player 1.

Quote:
Originally Posted by Tim.
The main problems for me relate to the balance issues, the unit size, and the trees. IF I cannot see my hero or the enemies, and I’m extremely weak as it is, I am doomed to die. I cannot approve this in it’s current state, and I will be unable to approve it until the balance is worked out.
If really there is a way to allow trees to become trasparent passing near them i would like to know HOW!
About the balancing problems try to play the map with the minimum of suggested player, this is not a map to play alone and i'm not going to balance it for single player. D&D has always been a teamplay game.