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(8) Isles at War RPG

06-03-2006, 11:41 PM#1
shadow1500
Moved this from the Project Discussion forum
Btw, map is uploaded on this site, just not attached to this post.
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Isles at War RPG 0.92c


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Author: Shadow1500, with help from Freakazoid and Aray.
Genre: Multiplayer Open Role Playing Game
Max # of players: 8
Map Size: 256x256
Tileset: Ashanvale
Released: 1/1/2006
Last Updated: 10/1/2006


Download:
IawRPG 0.92c

Screenshots:
See screenshot thread (20 Screenshots total): http://www.wc3campaigns.net/showthread.php?t=83921.


Features:
Big thanks to AliaZ a.k.a Aray for making the feature list.

6 Completely different classes:
- Warrior (Brutal tank that never turns his back and runs. For a true warrior, an army of a thousand men is not considered a threat, it's a morning warm up)
- Assassin (Cunning one-on-one fighter. Prefers to start his duels with a little advantage, such as leaving his dagger in the opponents neck before engaging)
- Ranger (With a small axe they can do some swift damage. But if you get to intimate with a ranger, he will run away and leave you with an arrow pierced through your heart)
- Mage (Masters of stick-poking, and better yet at spellcasting! They know malicious formulas to incinerate anyone who could be dumb enough to attack a higher beeing such as a mage)
- Priest (Walks about as an innocent healer, then blasts you away with a holy shock. These fearful smiters claim far more lives than they save)
- Shaman (A mighty versatile fighter who with his great variety in skills can tear his enemy apart in every thinkable and un-thinkable way.)

Every Hero is unique with the help of a wide spellselection (10-11 spells), various professions to choose from, rare, ancient or crafted
items, and upgradeable recruits to help the player in battle.

Professions:
- Enchanting (Collect enough shards and you can start boosting up for the great fights)
- Hunting (Hunt down those pityful creeps and make yourself a nice furcoat!)
- Alchemy (Mix dreadful potions of whatever you might find in the wilderness)

Advanced gameplay/triggering, such as:
- Save/Load code, to contiune leveling the same hero after the game ends.
- Multiplayer quests allow each player to play at his own pace, without worrying about others finishing the quest before him.
- Mystical rare items granting multiple magic powers for the bearer, over 60 different types of bonuses availible.
- Caster heroes can gather points in casting, which increases the damage of their spells.
- An advanced damage system manipulates and displays the damage that the hero causes.
- Bosses and Elites with resistances to elements.
- Realistic equipment-system, with 5 slots for helm, armor, weapons, and accessory.
- Duel-wielding allows a hero to fight with two weapons.
- parties makes teamwork profitable and a lot more fun.
- Duels for PvP combat.
- AntiCheat system that bans the use of whosyourdaddy and iseedeadpeople.
- Recruits that can be purchesed, will follow and protect player.
- 3rd person camera gives a whole new look to the world.
- Charge stacking for items with charges
- House system, giving the player the option to upgrade their hero for the cost of skill points.
- House: Learn new spells/skills
- House: Increase stats (strength, agility, intellect)
- House: Travel to different isles around the world.
- House: Gain weapon skills, that provide the hero the ability to wield new weapon classes.
- House: Research special upgrades only availible at houses, such as the recruit upgrade.
- Many other features.


Updates

ChangeLog 0.92c

Features
- All ability upgrades now have a tooltip
- The 3rd isle now has creeps for up to level 45
- Added a secret cave
- Added new foot/water types
- Added new command "-fix" which should give back control if your hero gets stuck
- Added new command "-party" for displaying your party's information
- Seperated the "commands" help quest into several quests for easier access
Bug Fixes
- Updated many tooltips
- Fixed no heal issue with priest's level 1 heal
- Lizard Rescue quest now gives a reward
- The Blue Wand attachment is now on the correct position
- Item tooltip display was fixed again
- Added special models and icons to some uniques
- Fixed a bug where save/load code system sometimes wouldn't accept certain codes
- Save/Load code system now loads the 6th item in inventory
- The crash in chat commands was fixed
- Projectiles should no longer stay on the ground
- Uniques' bonuses now appear correctly
Balance
- Save/Load code system will only load bonuses of the item class, instead of from a generic pool
Other
- All classes now have hero proper names
- The terrain in Calerath has been improved
- The loading time for the map should be reduced considerably
06-06-2006, 03:12 PM#2
shadow1500
Oki, updated with demo3.
06-06-2006, 08:04 PM#3
Aray
And demo4 not so far away ^^ It'll probably slow down after a little while, these bugs can't keep showing up forever. Can they? :'(
06-06-2006, 10:31 PM#4
shadow1500
demo3 was completely useless :/
06-07-2006, 12:52 PM#5
Aray
Haha, yeah! It was maybe even worse than d2 :D *Fingers crossed for d4*. And it would be best if d4-> was released before the map was tested, but I think there's a few other maps queing before this one so it's probably nothing to worry about.

Btw, is it possible to change that title? You should just have it as "Isles At War MORPG" to avoid having the title and the newest update not matching.
06-07-2006, 02:48 PM#6
shadow1500
too late, already posted thread, demo4 will be released 6/7/06 most likley.
I have fixed the loading bug; thats already a perfect reason to release it..
06-07-2006, 03:33 PM#7
Tim.
Would you like me to change the thread title for you, then? I can also remove the version information from the title to avoid confusion.

We'll wait until Demo4 before testing.
06-07-2006, 08:03 PM#8
shadow1500
KK, sure! Change to "(8)Isles at War RPG".
06-07-2006, 08:23 PM#9
Tim.
Added a space between the (8) and Isles, I assume you do not mind.
06-08-2006, 01:28 AM#10
shadow1500
Updated, you can test now.
Attaching map doesnt work for me, have to link.
06-13-2006, 03:38 PM#11
Nasrudin
The demo 4 already done? O_o I wasn't expecting it so soon.

Downloading and going to test it.
06-13-2006, 04:01 PM#12
Aray
Hehe, there was a very short period where these demos were coming almost 2 at a time ;) This was mainly because of urgent bug-fixes.

Quote:
Originally Posted by Shadow1500 at website
It will be a while before any new versions come up, perhaps some new content since many have reached level 30 at this time.
- He said this today, so a new version will probably mean more from now on, like new things added, instead of just some fixes.

Oh, and Tim. and the rest, have you tested it yet? :)
06-13-2006, 07:36 PM#13
shadow1500
Quote:
The demo 4 already done? O_o I wasn't expecting it so soon.

Downloading and going to test it.
I have said in the same thread that u posted the bugs in, that there's a new version.

Quote:
Oh, and Tim. and the rest, have you tested it yet? :)
If they did they probably would have posted. Its quite a surprise since i posted it here 10 days ago and still no-one posted or anything, while other maps which were posted a few days ago got feedback. Btw, who deleted my post with the bump? It didnt break the rules, last post was at 6/7 and the thread was made in 6/3.
06-13-2006, 09:09 PM#14
Tim.
We want to test this map with as many staff guys as possible, and it's hard getting us all together at one time. Trust me, it's been on my todo list.

I removed the bump since Nasrudin bumped it right after :).
06-14-2006, 12:12 AM#15
Tim.
Alright, we gathered a bunch of guys and played this for about two hours. I have to say, that from beginning to end, the game screamed WoW. I was a Warrior, and had all the same abilities from WoW. The quest system resembled WoW. The colored item system resembled WoW. The party system resembled WoW. Basically, the entire thing seemed like a hybrid of War3 and WoW. Though some might find this a good quality, I personally felt that it showed a lack of originality and imagination. Regardless, the map is very well made, and was in fact quite entertaining even for a WoW hater such as myself.

There were issues, of course, but as usual I’ll just list them for clarity.
  • When the map started one of the players deynced and left the game. Perhaps it was just a glitch, but if you have had reports of this before, better check your initialization functions.
  • On the loading screen, the colors you used for the text (White and yellow) clash with the background image, and hurt my poor old eyes. Try another color scheme.
  • When I tried my ‘Charge’ ability, not only did I not play a running animation, but I could not move through units. The result was 70% of the time I charged in place, doing nothing.
  • A lot of items were missing DISBTN’s, this should be taken care of. Also fix the Allies menu (green boxes)
  • Quest/Menu (F9) is so long that it goes off the edge of the button. Just call it the Quest Menu or something.
  • The primary camera seemed to not account for the Z axis of the terrain, or at least it allowed the character to get blocked my terrain. Try and make a system so you can always see your hero, please.
  • The Castle model disappears when fog of war covers the area. This should be fixed.
  • The area where you choose your race (The tile with blood marking things) is still visible even after everyone has chosen their hero. I suggest removing the doodads and removing the visibility modifier after everyone has chosen.
  • After you complete a quest, the quest is still available. If you click it nothing happens. It would be better to have the quest disappear after the successful completion of a quest, or at least give a SimError “You have already completed this quest”
  • When I use my Skill Points to buy new abiliti4es, I noticed that all the tool tips contain was names. Sure this is great if you play WoW and know what the abilities do by heart, but I don’t. Everything needs a tool tip.
  • In the Giant Spider quest, if you kill the spider before triggering the quest, then the guy does not follow you, and you have to wait until it says you failed.
  • The green lightning square in the second region was visible through fog of war, this needs to be fixed.
  • What was with some of those item names? “Cool Ring”? Come on now.
  • When you hover Gold in the top UI, it says ‘Gold is mined from Gold Mines’ or whatever that message is. Clearly Gold is not, so you might want to change it to ‘Gold can be collected from dead creeps’ or something.
  • When you type -save you forgot a closing parenthesis at the end of the last sentence.
  • The terrain was.. crude. It works, but it seriously lacks style and finesse. Gigantic oversized rocks look horrible when you can see the pixels. I suggest reading our Terrain forum tutorials for support.
  • Granted your code is quite clean, there must be some major leaks. It took nearly 10 minutes to exit Warcraft after a two hour game. Also when some abilities (A rapid-fire Flame ability thing) were cast, lag spikes were inevadable. Recheck any and all periodic loops, spells, and the like for leaks. You clearly missed something.
  • There was little or no story. No motivation. What are we doing on these islands? The quests did not seem to reveal any plot. For an RPG I feel the story is an important part, even if it is abstract.

Until those leaks, lag, and gameplay issues are resolved, I cannot even consider approving this.

Unapproved.