Staredit Network > Forums > SC1 Map Showcase > Topic: Dark Isle 2 open rpg
Dark Isle 2 open rpg
Sep 9 2009, 10:20 pm
By: BloodRed  

Sep 9 2009, 10:20 pm BloodRed Post #1



This is a map i created not too long ago. BETA testing went well and i am now releasing version 1.0.

Description-
The map is an open rpg
it is a sequal to the dark isle open rpg, a multi-award winning map i created 2 years ago.
This map took 100+ hours to create from the outline to the finished product so its not just some random map that took 15 min. to make.
Map includes-
--6 Hero classes
--over 25 custom spells TO CHOOSE FROM
--Quests
--huge map to explore
--Boss and enemy AI
--Professionally created terrain

comments and reviews are appreciated!
contact me at abonire@gmail.com if you find any bugs or just want to say hi.


bugs fixed in 1.5 include

--the repeat boss/quest glitch
--ghost has been beefed.
--tons of small bugs

Attachments:
Dark Isle 2 V 1.5.scx
Hits: 34 Size: 189.17kb

Post has been edited 6 time(s), last time on Sep 16 2009, 10:58 pm by BloodRed.



None.

Sep 9 2009, 10:51 pm grAffe Post #2



Wait, I know this is kinda off-topic, but what's the point of Open RPG's again? Is it just RPGs w/o a story?



None.

Sep 9 2009, 10:55 pm l)ark_ssj9kevin Post #3

Just here for the activity... well not really

An open RPG is basically an RP in bounds of a RPG. The story is self-made. AKA. DnD with automated dungeon master.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Sep 9 2009, 10:57 pm Neki Post #4



More so along the lines of making your own story, building your own towns, buying your own towns, producing your own troops. Lets you do anything you want, sometimes there is a story, but it takes a backseat to the open gameplay of the RPG, basically for you to enjoy the gameplay.



None.

Sep 9 2009, 11:00 pm UnholyUrine Post #5



We'll c about that :D



None.

Sep 9 2009, 11:27 pm BloodRed Post #6



this map is pretty frikin open. there are quests, but you dont HAVE to do them. some people didnt like how open it was during the beta testing, they had no idea what to do. i personally love open rpg's thats why i decided to make this map.



None.

Sep 10 2009, 12:12 am Kaias Post #7



I played it with one other person (I was the Ghost and he Marine) and from what we saw there were some major balance issues; the Marine is much better than the Ghost. The Marine shoots faster, gets the same damage from upgrades, has normal (not concussive damage), has more life and can stim (to shoot even faster and run faster). The only advantages the Ghost has on the Marine is range and cloak; range hardly is a factor, especially when the Marine can stim and thus gets to units faster. Cloak takes both the cloak upgrade and the energy upgrade to use, and costs 240 energy so that you can rarely use it and only for a few seconds. As we played, the Marine got so much better that the Ghost couldn't get any kills.

Another issue is professionalism. Yes the map is great and there's quite a bit in there. However, it could really benefit from some touching up here and there. For instance, whenever a dialogue bit is too long for one line the color tags don't continue on to the next line. The CC addons were still an 'option' when they should just be completely disabled. There were quite a few spelling mistakes, even in the briefing (ie speel, begginer). Some things weren't named, like the Protoss Fleet Beacon.

The 'bank' as it was called, should be marked for what it is, I accidentally gave some gold away because I had no idea what it was for.

The Spell system isn't very intuitive, why make them cast from two separate buildings? you may as well have them build from a Starport so you can cast different spells from the same building. Spells should be labeled and described so that you know what they do (we never did figure out what Mana Rain did). The Cure spell also healed full when I'm guessing you wanted it to heal based on your level.

Things at the top in the interface area were killable, the Orhim's Light (high templar) can be upgraded to have Psi Storm. At one point in the map we both entered an area where it asked us to do a quest and kill some monster. Neither of the options worked (because we had already killed it, I imagine) and we were stuck. Fortunately I was able to reach our units with the psi storm and kill them so that we were able to get unstuck. I also was able to kill the other player's Orhim's lights and kill the Civilians to the right of that area (which as I correctly guessed indicated our level). Because I killed those Civilians with Psi Storm we were back being level 1. I suggest using Death Counts to store player level.

Other than that, the map was actually very good and had a lot to offer. I liked the Dwarf town terrain and the tunnel system was both convenient and much needed. In all, very good work.



None.

Sep 10 2009, 1:46 am ClansAreForGays Post #8



Quote from l)ark_ssj9kevin
An open RPG is basically an RP in bounds of a RPG. The story is self-made. AKA. DnD with automated dungeon master.
Actually, think Oblivion.




Sep 10 2009, 1:49 am Neki Post #9



Quote from ClansAreForGays
Quote from l)ark_ssj9kevin
An open RPG is basically an RP in bounds of a RPG. The story is self-made. AKA. DnD with automated dungeon master.
Actually, think Oblivion.
super buggy and a bad third person perspective and poor animation? Hm. Though it is hard to balance ghosts, fine line between them doing too much damage to infantry and not enough damage to tanks and ultralisks. And that is why you avoid the vulture and ghosts in rpgs! yay ;)



None.

Sep 10 2009, 1:54 am TF- Post #10

🤙🏾

Many of the best sc rpgs i ever played were open, I'm giving this a shot soon for sure.



🤙🏾

Sep 10 2009, 3:05 am Banned Post #11



Quote
multi-award winning

What awards are these exactly?



None.

Sep 10 2009, 4:04 am Echo Post #12



Needs some balancing. The marine is better than some of the other units. I think you should also remove that all capital letter sentence at the beginning. There were some few problems but other than that, the map was alright.



None.

Sep 10 2009, 2:03 pm Drakiel Post #13



Sounds cool, I'll give it a shot next chance I get.



None.

Sep 10 2009, 4:49 pm BloodRed Post #14



Quote
(we never did figure out what Mana Rain did).
mana rain refills your units energy. so u can storm etc.

Quote
The Cure spell also healed full when I'm guessing you wanted it to heal based on your level.
I was positive i fixed this, as it didnt do this during beta testing. i guess somewhere along the way it "unfixed itself"
Quote
At one point in the map we both entered an area where it asked us to do a quest and kill some monster. Neither of the options worked (because we had already killed it, I imagine) and we were stuck.
could you be more specific as to what quest? i would like to fix this if possible. btw, all bosses that yo need to kill are spawned when you get the quest, i did this so that this glitch wouldnt occur...

overall, thanks for the review. helped a lot. ill work on releasing a v 1.5 wit these things fixed.



None.

Sep 10 2009, 9:11 pm DevliN Post #15

OVERWATCH STATUS GO

Quote from Banned
Quote
multi-award winning

What awards are these exactly?
I was curious about this, myself. What "awards" did your map win?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Sep 10 2009, 10:09 pm Kaias Post #16



You signed up in the 2009 Challenge thread under "Project Red". Is that this project, or are you planning something else for the challenge? If it is I can update your map name in the sign up list and add a link to this thread.



None.

Sep 15 2009, 4:32 pm BloodRed Post #17



project red is a complete conversion of pokemon red into a starcraft map. only the terrain is finished right now....

the "awards" dark isle won, are that it won 3 different map contests. 2 were at lan centers and one was online.

btw- version 1.5 is out. lots of bugs and small stuff have been fixed. this includes the "repeat quest/boss" glitch.



None.

Sep 15 2009, 6:29 pm UnholyUrine Post #18



I have played this map once by myself. I will take into consideration that I was playing by myself D: ..

First of all, the glitches:

1. Zerg melee has an increment of 50 gas per upgrade.. making it impossible for me to upgrade pass 1...
2. I was able to glitch the werewolf spell so that I had both Fighter and werewolf running around
3. Broodmother kept spawning broodlings that didn't attack me. You must also tell them to patrol to the broodmother's location. It was a huge feed :D... Also, after a while, the broodmother stopped spawning broods..
4. Plenty of blocky terrain that can be fixed ^.^. Even for a non-terrainist... I found it messy at some places..

okay, now for the real juicy bits...

Overall, I found the game very bland and inadequate. Although I found it a bit more interesting that Quests Open Rpg, as that RPG didn't have spells, and you get to BUY your own spells in your game, Quests Open RPG is a lot better in terms of balance, exploration, and "open"ness.

Anywho, let's get on with the scoop.

I really liked the Tunnel parts, where it acts as a portal to all the towns in the area, which really opens the map up on an early stage. However, I would say it opened it way too early. I think it would've been much better if one had to complete an easy-medium quest before having access to teleporting to towns.

I also really liked how one can buy their own spell and customize accordingly. Giving a player this choice really help boost the gameplay. Also, since it is linked with money, I had to choose whether to upgrade armor/weapon or save up for spell.

One should also commend you for your units' stats. The enemies are hard to kill, and usually do not come in masses. This is great for an Open Rpg such as this, as it is easy to challenge the players.

However, I found that the spells were poorly triggered. Many of them had glitches, and spammy, but un-impressive triggering (like the Earthquake one). They also lack a well thought out mana system. The one thing I did like was how you have two spells, and you can assign spells for each one. But, much to my dismal, you used two different buildings for them. That was a terrible choice. One could've used Gateway or Starport or even Robotic facility, remove units that you don't need, and make, for e.g., zealot = spell 1, and dragoon = spell 2.

I also found that the RPG areas itself was to broad and Opened. Because this is Starcraft and not Fallout 3, we, as mapmakers, cannot afford to have such open areas in an Open RPG. This drastically cuts the exploration gameplay bits off your map. There weren't enough caverns, or secluded areas to explore, like for example, there were no forests, no mountain ranges, no dungeons (except for The Pitt, another Fallout 3 reference :P), no Special cities like Cities on the ocean, in craters, Rocky cities, Jungly cities, etc. Everything was very bland. It was terrible as I explored everywhere, and there weren't much to see.

The Goblin caves, which is obviously an area of interest, as that Goliath General told u about it, was WAY too easy to access. With a secondary attacking spell (spells that costs 300 bucks).. the sunkens were taken out, and the rest of the cave was a walk in the park. The goblins themselves (marines and firebats) were WAY too easy to kill. And there weren't really any big treasure in the cave (I think). It also showed a poor use of terrain, as it was stuck right in the middle of the map, it has two easy to find entrances, and took too much space off your map.

I also found that 3 levelups was too little. At least 10 levels eh? ... You can also decrease the increment in HP. Also, levelup is ONLY required for increasing the base HP. That's buttocks. It should be Experience Based (Killscore -> Exp), and it should also be a requirement for the high level spells (300$ spells should require level 3? .. and 500$ spells should require level 6).. It may slow the gameplay down a Little bit, but you should do this anyway. Obviously, with more levels, you'd need to be careful on how you'd space the experience requirements for each level.

Lastly, the text has problems.. .What one should do is, when there's a big dialogue, always enter around the middle..
For Example:
You should have your dialogues likes this,
so it is easier for the players to read.
Rather than having text that goes all the way over hereeeeee and making the players really strain their eyes,
have it like this,
so the players can read faster.
You also need to color the text
that goes over into the next line

So, in Conclusion, I blazed through the map until I got to the dragons, but I have lost much of my interest for the map by then. It was a messy map, with great ideas behind it. However, it ultimately failed to immerse me into the game. Considering that I was alone.... I doubt this game would be a challenge at all if there was even one more person. Let alone a whole group of people :\...
Although the fighting arena may spice things up :D ..

I think that you should polish your triggering and overall aesthetic and gameplay of the map, and it'd be an excellent map.

EDIT: I highly doubt you won three whopping awards O.O.. If you really did, then I pity the competition. (but you did do a good job.. not an astounding job, but a good one nonetheless)



None.

Sep 16 2009, 8:54 pm BloodRed Post #19



Thanks a ton for the reviews guys, im learning a lot.

most of the glitches you have listed unholyurine, have been fixed in version 1.5

Quote
I also found that the RPG areas itself was to broad and Opened.
i tried to fix this, believe me i tried. the outline of the map was actually perfect in this department, but im sure all of you know the "too many nooks and crannies" error. yeah, because of that little bitch, i cant fix this, even though i know its a problem.

Quote
And there weren't really any big treasure in the cave (I think).

you never beat the game then! ;)

Quote
One should also commend you for your units' stats. The enemies are hard to kill, and usually do not come in masses. This is great for an Open Rpg such as this, as it is easy to challenge the players.
this is interesting for you to say. during beta testing i had a lot of complains that the game was too difficult and you didnt fight enough enemies. i guess you cant make everyone happy...

thanks again for all the reviews, like i said, im learning a lot about what different people think.



None.

Sep 17 2009, 12:41 am xnikozx Post #20



Sincerely I didn't play much time your map because I haven't time but I saw the terrain and I think it could be a lot better, and the towns, I mean, all the towns are the same (but I like the destroyed town xD) with the same walls. The terrain too get a poor use of your editor that can make a very much better map, for eg. the mountains in where have dragons or the lightning giant have not much to see and have not enemies at all. I liked the volcan idea but it could be very much better than that, I know you can make a better terrain. The place in where I think the terrain is better is in where have two dragons patroling (I think) and in the tunels (great idea ^^) and I liked to the road made with the ruins terrain.

As I said I don't played much time but I liked the battles because even when the enemies where easy to be beated, it makes you go to the city to be healed a lot of times (at least in the level 1, I don't reached the level 2 xD). As I can't opine about the other aspects in the map (because I don't played it) I just can say you that have to make a better terrain and the game will be a lot better :).

I forgot that I think you have to upgread the other heros or disable the stim packs :/ and finally I liked a lot that you could choice your own spells :P (sorry if I spelled wrong a word, as I ever say xD).



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:38 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider sing it brother
trust me, you don't wanna hear that. I defer that to the pros.
[07:56 pm]
Ultraviolet -- NudeRaider
NudeRaider shouted: "War nie wirklich weg" 🎵
sing it brother
[06:24 pm]
NudeRaider -- "War nie wirklich weg" 🎵
[03:33 pm]
O)FaRTy1billion[MM] -- o sen is back
[01:53 am]
Ultraviolet -- :lol:
[2024-4-26. : 6:51 pm]
Vrael -- It is, and I could definitely use a company with a commitment to flexibility, quality, and customer satisfaction to provide effective solutions to dampness and humidity in my urban environment.
[2024-4-26. : 6:50 pm]
NudeRaider -- Vrael
Vrael shouted: Idk, I was looking more for a dehumidifer company which maybe stands out as a beacon of relief amidst damp and unpredictable climates of bustling metropolises. Not sure Amazon qualifies
sounds like moisture control is often a pressing concern in your city
[2024-4-26. : 6:50 pm]
Vrael -- Maybe here on the StarEdit Network I could look through the Forums for some Introductions to people who care about the Topics of Dehumidifiers and Carpet Cleaning?
[2024-4-26. : 6:49 pm]
Vrael -- Perhaps even here I on the StarEdit Network I could look for some Introductions.
[2024-4-26. : 6:48 pm]
Vrael -- On this Topic, I could definitely use some Introductions.
Please log in to shout.


Members Online: Brarfvffk01