Indie Map Review

January 14, 2012

The Kingdom of Kaliron: The Eastern Region by Crimson Creations

Filed under: Uncategorized — T.B. Louis @ 12:00 am

The Kingdom of Kaliron: The Eastern Region by Crimson Creations is an ORPG (online role playing game). It was released to B.net in 12/13/10, and the version I am playing is 3.0.4. You may find its community here, and you can download it here. The author suggests players of 3 to 7 for each game. Map features include: load/save capabilities, custom hero stats, 12 playable heroes, enhanced “threat system,” “equipment system,” talent tree system, enhanced mob ability system, and scripted boss battles.

I begin my journey with an introduction to the world. The first thing my camera sees once the game completely loads is a very elegant map, displaying all the regions and their names. Vormur, the land furthest northwest is surrounded by blue water and is a green, forested region with a visible city to the northwestern side of the woods. Beside it is Tol’ Calm, a small region that is connected to Vormur by a bridge. Tol’ Calm is particularly greener with bushy vegetation (not so much visible trees). South of Tol’ Calm is Grom Desert, which is just as described. There are cliffs and hills, but most of it seems rather barren grass lands. To the west of Grom Desert is Grom ‘Gol, which seems to be inhabited desert. South of that is Ancient Ruins. If you go east from there, you will find what seems to be an oasis, and south of that seems to be a brownish structure. From my first impression, it’s a pass into the land of Lugard. But it also seems like you could enter this region through Tol’ Calm. Lugard is farmland with a rustic town near the river splitting the west half of “the eastern region” from the east half. Lugard is a peninsula. Southeast of Lugard is Nebu Harbor, a harbor nonetheless. Then directly north of that is the island of Neburean Mountains, which looks like swamp lands.

I am given the option to choose my mode: normal, legendary, and heartcore. Each level is progressing in difficulty, but with each level of difficulty, more exp, gold, and rare items will be rewarded. For my initiation, I’ll play on normal.

Once choosing my difficulty, I may choose one hero from the eleven. Here is how they appear: Hydromancer, Phantom Stalker, Chaotic Knight, Shadowblade, Ranger, Barbarian, Paladin, Druid, Arcanist, Warrior, Cleric, and Pyromancer. But before I go into detail about these heroes, I’ll have to describe the unique stat system, which will be at the end of the review.

The Kingdom of Kaliron functions like a number game, mostly.  The plot is lineal, and  each character can be totally unique from the others in stats and equipment.  If you find yourself going deep into game theory for Dungeon and Dragons or dwelling on Kurt Godel‘s proof, you can find yourself enjoying this online role playing game because the real joy is in the numbers, which I actually enjoyed writing about.  But for those who do not, fear not!  There is still a lot to take in.

I begin my journey with Lorn the Phantom Stalker.  She studied the art in cunning, which is actually a big turn off to me.  Though I suppose there’s technically an art to being cunning, but how does one study it?  I thought there could be a little more back-story to that.  And this is where we see signs of a lineal, generic story line, which is the weakest point in this game.  But to forget the simplicity of the plot, we just need to listen to the swamp sounds of the ambiance, hear the nostalgic Warcraft III theme play, and experience a game that keeps true to the aesthetics of the Warcraft series with the ethos of Dungeon and Dragons.

By clicking an actions tab, located where my hero’s spell box should be, I can select a spell in my inventory to talk to NPCs.  This is the primary function to interact with NPCs, and it’ll be used often.  There’s even a “Game Masta” in the beginning that will give you a list of options.  Beyond him, I walk past a garrison and into a town (later to revealed to me as Tol’Calm) where a footman with an exclamation point on his head is.  Using my “Talk” spell, I begin the dialogue.

The story begins with Lorn, my hero, being inducted into the “people’s militia.”  Obviously, I will have to protect the town of Tol’Calm and go on some missions for the good of the people who live there.  Once I’ve read the dialogue, I can select two options in my inventory: either I inquire about the orders or cancel.  I inquire, and the footman then sends me to my first errand.  I need to talk to the Elder.  Once traveling to him, which isn’t a long walk, I earn experience points, and I’m already half way to level two!

The Elder is retiring from his adventures.  He needs someone to help fight against the Gnolls.  Your first mission is to go to a Portal Master in Tol’Calm (the town I’m in) to talk about how to link the portal in Tol’Calm to the Vormur temple.  This quest must be completed before going to any other regions of the world, which restricts you to only that region until you progress in the main quest line.

However, after collecting all the quests and talking to countless villagers about the dangers of the forest in Tol’Calm, I headed into the Vormur Forest to progress in the game and see rest of the map.  The screen’s saturation damped as I entered the woods, and a purple mist appeared.  My character stood at the end of the bridge peering into the wildness alone.  A party of gnolls marched by.  Here, I battled, returned back to Tol’Calm to heal, went back outside, and repeat.

For those who wish to play this game, note that this game is meant for a party of at least three people.  The game play otherwise is slow.  Mobs travel in a party of three, and defeating three of them takes 2/3 of your hit points.  Grinding is slow and daunting, and the spells are not rewarding unless you’re with a group of people.

Into the wildness I went, and it was as lineal as I would’ve expected.  The path allowed very little room to stray; however, the forest was expansive enough to feel like one.  The dangers of being surrounded by gnolls were real.  Several times I’ve died while grinding, and as frustrating as it was, I thought it was a nice touch and made the game more exciting.  After what seemed like endless grinding and getting lost, I found the gate to Vormur Temple, I opened it and the lightening changed: I was in a bright room with scattered vegetation and dramatic Ironforge music playing, nice effect.

While exploring, I decided to talk to the guards to find a particular guard for a sub-quest I received in town.  The dialogue from the villagers of Tol’Calm weren’t as morose as the Temple guards.  This a more dramatic region of the map, a nice refresh from the Tol’Calm guards melodramatic babble about how the gnolls were just outside the walls, about to kill everyone inside the Tol’Calm when it was obvious that there was no immediate danger.  I guess the long and frustrating combat in the woods changed my attitude about gnolls.

As I reached the Tol’Calm caves, I realized something.  This is the same concept as before: the monster spawn in random places and fight me.  The difference this time was that every mob shot out poison, and I died ten times faster.  What’s worse is that the Broodmother died, and the quest didn’t complete.  Whatever the reason, I think my version has a few glitches, and after checking the very active community, I found out that glitches in the map aren’t rare.

There are many benefits here.  This game is an excellent game to play with friends as a lineal online role playing game.  It can be beaten in just a few sittings without any endgame gimmicks.  It has an advanced armor inventory that you can go into as a separate menu, making armor easy to equip and remove.

The “hero stats,” which in actually are the affecting stats, are the stats located near the portrait of your avatar (or playable character). You have the basics: Health, Mana, Damage, Armor, “Power” (or Strength), Agility, and “Energy” (or Intellect). These last three (Power, Agility, and Energy) influence Damage, Armor, Health, and Mana. But when a hero levels up, he/she is given “sub-stat” increases. These stats are Strength, Constitution (or Will), Endurance, Dexterity, Reflexes, Intelligence, Wisdom, and Spirit. These eight unique stats increases your “hero stats,” which then affect your Damage, Armor, Health, and Mana. So as you level up, your “sub-stats” are directly increased by a certain amount, and as a result, your “hero stats” increase as well (note: your hero stats also increase little by little, doing some long statistical work, you can figure it all out yourself). Along with the default increase, you are given “sub-stat points,” which you may use to increase certain “sub-stats.” But what affects how your “hero stats” affect your Damage, Armor, Health, and Mana is your Dependence. Dependence has three variables: Power, Agility, or Energy. For example, a hero with an Energy Dependence will be granted three additional Health Points for every Power Point they have. Therefore if a hero with an Energy Dependence increases their Constitution by 7, they will receive an additional 24 Health Points since Constitution raises Health Points by 3 for each and raises Power by 0.15 causing an one point increase in Power and a 24 increase in Health. Below is a chart of the “sub-stats.”

Sub-Stats:
Strength:
  • Increases Power by 0.15
  • Increases Attack Power by 0.775 (0.5)

Constitution:

  • Increases Power by 0.15
  • Increases Health by 3

Endurance:

  • Increases Power by 0.15
  • Increases Armor by 0.35
  • Increases Block Chance by 0.08

Dexterity:

  • Increases Agility by 0.15
  • Increases Attack Power by 0.75 (0.5)

Reflexes:

  • Increases Agility by 0.33
  • Increases Attack Critical Power by 0.2
  • Increases Dodge Chance by 0.1

Intelligence:

  • Increases Energy by 0.05
  • Increases Attack Critical Chance by 0.09
  • Increases Spell Critical Chance by 0.09
  • Increases Attack Critical Power by 0.33
  • Increases Spell Critical Power by 0.33
Wisdom:
  • Increases Energy by 0.15
  • Increases Spell Power by 0.75
Spirit:
  • Increases Power by 0.2, Agility by 0.2, and Energy by 0.2
  • Increases Hit Point Regeneration Rate by 0.015
  • Increases Mana per Second by 0.005
  • Increases Mana by 1
Below is a list of Dependences and their influences on the player’s primary stats.  The default sub-stats will always look like this.
Power:
  • Each point increases Health by 3
  • Each point increases Health Regeneration by 0.02
  • Each point increases Attack Power by 0.8 (0.4)
  • Each point increases block by 0.02
Agility:
  • Increases armor by 0.22
  • Each point increases Attack Power by 0.6 (0.35)
  • Increases Attack Critical Chance by 0.022
  • Increases Dodge Chance by 0.015
  • Each point increases attack speed by 1%
Energy:
  • Each point increases Mana by 1
  • Each point increases Spell Power by 0.4
  • Increases Spell Critical Chance by 0.045
Each Dependence influences the hero’s primary stat.  So if a hero Depends on Power, his/her primary stat, which is Power, will be influenced.  This list below shows each Dependence and its influence on the primary stat.
Power:
  • Each point increases damage by 1
  • Each point increases Health by 3
  • Each point increases Health Regeneration by 0.02
  • Each point increases Attack Power by 0.8 (0.4)
  • Each point increases block by 0.02
Agility:
  • Each point increases damage by 1
  • Increases armor by 0.22
  • Each point increases Attack Power by 0.6 (0.35)
  • Increases Attack Critical Chance by 0.022
  • Increases Dodge Chance by 0.015
  • Each point increases attack speed by 1%
Energy:
  • Each Point increases damage by 1
  • Each point increases Mana by 1
  • Each point increases Spell Power by 0.4
  • Increases Spell Critical Chance by 0.045
Now for the heroes.
 
Hydromancer: A hero that studied that magical hydro arts
Health: 211 / 211
Mana: 111 / 111
Damage: 11 – 14
Armor: 2
Power: 4
Agility: 6
Energy: 3
Dependence: Agility
Strength: 2
Constitution: 8
Endurance: 1
Dexterity: 8
Reflexes: 4
Intelligence: 3
Wisdom: 6
Spirit: 3
Extra Hero Stats: 0
 
Spell list: (Effects dependent on Energy)
-Watery Grave: Single target damage over time and debuffs
-Ice Lance: Single target damage
-Ice Nova: Single target damage with some area damage
-Purify: Frontal Conal damage and heals allies
-Ice Barrier: Absorbs all incoming damage
Tsunami: Area effect damage over time
 
Difficulty: Medium
 
Phantom Stalker: A hero that studied the art of cunning.
Health: 217/217
Mana: 108 / 108
Damage: 11 – 14
Armor: 3
Power: 5
Agility: 7
Energy: 1
Dependence: Agility
Strength: 2
Constitution: 9
Endurance: 1
Dexterity: 8
Reflexes: 9
Intelligence: 3
Wisdom: 1
Spirit: 2
Extra Hero Stats: 0
Spell list: (Effects dependent on Agility and Power)
-Gash: Direct strike to the target and can bleed
-Puncture: Direct crippling strike to the target
-Shuriken: Ranged attack to the target
-Remorseless Strike: A strike that has bonus effects based on enemy debuffs
-Hail of Blade: Area effect attack
-Bladefury: Increases attack speed and can cleave
 
Difficulty: Easy
 
Chaotic Knight: A hero that studied the magical dark arts and combat.
Health: 220/220
Mana: 111/111
Damage: 9-12
Armor: 6 +2
Power: 7
Agility: 1
Energy: 4
Dependence: Power
Strength: 8
Constitution: 8
Endurance: 8
Dexterity: 1
Reflexes: 1
Intelligence: 2
Wisdom: 5
Spirit: 2
Extra Hero Stats: 0
Spells: (Effects dependent on Energy and Power)
-Armor Break: Reduces the enemy’s armor
-Mindblade: Single target damage
-Hasten: Increases the quickness of the target
-Clense: Heals the target and deals AE damage
-Curse of the Choatic: Causes enemy damage to be returned
-Chaotic Grasp: Pulls and taunts a unit to attack the Chaotic Knight
 
Difficulty: Medium
 
Shadowblade: A hero that studied the magical dark arts.
Health: 211 / 211
Mana: 111 / 111
Damage: 11 – 14
Armor: 2
Power: 4
Agility: 6
Energy: 3
Dependence: Agility
Strength: 2
Constitution: 8
Endurance: 1
Dexterity: 8
Reflexes: 4
Intelligence: 3
Wisdom: 6
Spirit: 3
Extra Hero Stats: 0
Spells: (Effects dependent on Agility and Energy)
– Dark Blast: A single target spell that deals magical damage
– Soul Drain: Damage and healing over time
– Shadow Blind: Drains an enemy’s power and merges it with his own
– Shadow Form: Transforms into a Demon bonus to Attack and Spell Power.
– Unholy Embrace: Multi-target attack
– Time Strike: Multi-target attack
 
Difficulty: Medium
 
Ranger: A hero that studied the ranging arts.
Health: 211/211
Mana: 108/108
Damage: 10-13
Armor: 3
Power: 4
Agility: 8
Energy: 1
Dependence: Agility
Strength: 2
Constitution: 8
Endurance: 1
Dexterity: 10
Reflexes: 8
Intelligence: 3
Wisdom: 1
Spirit: 2
Extra Hero Stats: 0
Spells: (Effects dependent on Agility)
-Explosive Arrows: Single target damage
-Multishot: Attacks multiple targets
-Trap: Summons a trap that has 4 special abilities
-Frost Arrow: Single target damage with a slow
-Lightning Reflexes: Self attack and movement speed buff
-Hail of Arrows: Rains arrows down upon the enemies
Difficulty: Easy
 
Barbarian: A hero that studied the combative arts.
Health: 223/223
Mana: 109/109
Damage: 9-12
Armor: 2
Power: 7
Agility: 5
Energy: 1
Dependence: Power
Strength: 11
Constitution: 9
Endurance: 2
Dexterity: 1
Reflexes: 7
Intelligence: 1
Wisdom: 1
Spirit: 3
Extra Hero Stats: 0
Spells: (Effects dependent on Power)
-Cleave: Attacks multiple targets
-Deep Slice: Single target damage
-Warcry: Party damage buff
-Berserker’s Rage: Self damage buff
-Battle Lust: Party buff that heals damage
-Bladestorm: Attacks multiple targets
 
Difficulty: Easy
 
Paladin: A hero that studied the holy and the divine
Health: 223 / 223
Mana: 119 / 119
Damage: 14 – 17
Armor: 2
Power: 6
Agility: 3
Energy: 6
Dependence: Power
Strength: 2
Constitution: 10
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 3
Wisdom: 9
Spirit: 8
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
– Mark of Replenishment: Single target damage and can restore health.
– Mark of Sanctuary: Reduces damage and can restore health
– Holy Light: Heals friendly units
– Divine Wrath: Single target damage
– Light Infusion: Reduces damage taken and empowers Holy Light.
– Divine Light: Creates a pillar of light that heals allies over time
 
Difficulty: Medium
 
Arcanist: A hero that studied the magical arcane arts.
Health: 205/205
Mana: 119/119
Damage: 9-12
Armor: 1
Power: 4
Agility: 2
Energy: 7
Dependence: Energy
Strength: 1
Constitution: 6
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 8
Wisdom: 10
Spirit: 7
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
-Arcanic Explosion: Area effect magic damage
-Arcanic Missile: Single target magic damage
-Drain Spirit: Single target magic damage
-Arcanic Blast: Single target magic damage
-Arcanic Disruption: Area effect magic damage
-Unstable Power: Increases all magic damage
 
Difficulty: Medium
 
Warrior: A hero that studied the defensive arts
Health: 229 / 229
Mana: 108 / 108
Damage: 11 – 14
Armor: 2 +3
Power: 9
Agility: 3
Energy: 1
Dependence: Power
Strength: 1o
Constitution: 9
Endurance: 9
Dexterity: 1
Reflexes: 2
Intelligence: 1
Wisdom: 1
Spirit: 2
Extra Hero Stats: 0
Spells: (Effects dependent on Power)
-Defensive Stance: Increases armor and blocking
-Intimidating Shout: Reduces an enemy’s ability to attack
-Shield Slam: Single target physical damage
-Whirlslash: Area effect physical damage
-Battle Orders: Increases max hit points
-Counter Attack: Defensive ability that returns an attack when struck
 
Difficulty: Easy
 
Cleric: A hero that studied the healing and protective arts.
Health: 211/211
Mana: 122/122
Damage: 9-12
Armor: 2
Power: 5
Agility: 3
Energy: 7
Dependence: Energy
Strength: 1
Constitution: 7
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 3
Wisdom: 11
Spirit: 10
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
-Flash of Light: Heals friendly units, damages enemy units
-Holy Fire: Heals friendly units, damages enemy units
-Inner Power: A buff that increases damage and armor
-Divine Protection: A buff that reduces the damage taken
-Heavenly Rain: Heals surrounding allied units over time
-Guardian Angel: Does area holy damage to all enemy units
 
Difficulty: Medium
 
Pyromance: A hero that studied the magical fire arts.
Health: 193/193
Mana: 123/123
Damage: 10-13
Armor: 2
Power: 4
Agility: 3
Energy: 8
Dependence: Energy
Strength: 1
Constitution: 2
Endurance: 1
Dexterity: 1
Reflexes: 1
Intelligence: 8
Wisdom: 11
Spirit: 10
Extra Hero Stats: 0
Spells: (Effects dependent on Energy)
-Ignition: Single target damage
-Dragon’s Breath: Area damage in a cone, units burn over time
-Fireball: Single target damage and short stun
-Burning Soul: A buff that increases damage and regeneration rates
-Meteor: Does area fire damage and units in crater burn over time
-Fire Form: Increases all fire damage for the duration
 
Difficulty: Hard

January 4, 2012

Indie Map Review Returns!

Filed under: Uncategorized — T.B. Louis @ 12:47 pm

Hey Warcraft Gamers,

After a year in school, I decided that I really enjoy game review, and I’m coming back with a new platform.  Starting this Saturday, I’ll be publishing new reviews, interviews with the map makers themselves, and much more!  On top of that, IMR will be part of the TheHelper community, which is your number one stop for tech support and all of your Warcraft III questions.  Expect a review to be published every Saturday after this Saturday, but catch up with all the latest action over at TheHelper.  You can read more recent reviews by me, join in the discussions, and browse hundreds of projects.

Next Saturday, there will be more information on where to find these reviews and a new IMR review.  Expect more, soon.

Keep on mappin’, Wc3 fans.

June 25, 2010

Pandaren Adventures by stavious

Filed under: Adventure, RPG, Single Player, stavious — T.B. Louis @ 2:43 am

Pandaren Adventures by stavious

Updated in August 26, 2006, you wouldn’t expect much, but I was kinda shocked by the poor quality.  Though AceHart could pump out effectively simple maps.  Stavious had a tougher time polishing off this classic.

For those who don’t know what a Pandaren is, it’s that Panda race featured in Wc3.  A lot of people like the Pandarens, and this short campaign had me eager for something fun and interesting.  However, I only learned that the concept was more interesting than the actual game.  For ten minutes, I sat around and played as Storm, a Pandaren who dreams of making it big.  He collects gold coins (like Mario) and  solves puzzles (like Link in Zelda).  You may think this is a win-win situation like polygamy on Valentines day, but like polygamy, the game comes with some kinks that no one really likes.

The general plot is a bore.  Sure, it’s an adventure game, but there’s no adventure.  The maps are small, and the game just seems like a cheap puzzle rather than an epic campaign of adventures.  My favorite quests involves finding “special plants,” so Earth can make a “cool potion.”  Also, he mentions the fact that the plant only grows on a certain, dangerous island.  Maybe this is a reference to drug trafficking.

Now, while the plot may seem lame, the worst part is the controls.  You use your arrows to move your character around, which doesn’t seem so bad until he refuses to move in certain areas that you may have to get to.  I had to quit at the end of the second level.  I couldn’t afford wasting anymore time yelling at the computer.  You can see my frustration in the picture below.

As for the environment, the map is very well decorated.  Each spot on each island is unique and lively.  The waterfall is rather primitive,  yet I enjoyed it anyways.  Monsters were placed in decent locations, yet the explosions weren’t impressive at all.  A little fire shouldn’t do some of the damage that it does.  But who am I to judge?  It’s not like I speak from experience.  I am not a pyromaniac.

I give Padaren Adventures by stavious a 6 out of 12.

Keep on mappin’, Wc3 fans.

June 23, 2010

Bomberman by mapguy

Filed under: mapguy, Multiplayer, Other — T.B. Louis @ 12:00 am

Bomberman by mapguy

Have you ever played a “clone” game and thought to yourself: “Ah, that brings back the good ol’ days.”  Well, I’ve had that opportunity today.  In Bomberman by mapguy, I was taken to that cross-explosion action with a few twists added in.

Including the default bomb that explodes into a fiery cross, mapguy added four unique bombs to the game: napalm, ricochet, spikes, and super bombs.  The napalm bomb leaves a trail of fire in the area where the bomb exploded.  This is good for trapping your opponent in tight areas.  I’d recommend it for large matches to take out the players who aren’t looking where they’re going.  The ricochet bomb is a bomb you kick.  This is a fun bomb because if someone foolishly runs off into an alley, you merely kick a ricochet bomb to trap your opponent or eliminate him/her.  The spikes bomb doesn’t seem so special though.  When this bomb goes off, spikes shoot out from the ground.  Now, the super bomb is pretty cool.  Instead of making a cross explosion, the super bomb makes a large circular explosion.  This can catch more people in an explosion if they’re unaware of the super bomb placement.

Another unique feature also makes the game a bit more fun: mounts can be randomly found on each battleground.  These can mounts give you a special ability such as shield, a boost in speed, and invisibility.  I never used the invisibility ability, but the last time I saw it used, the person blew up right as he/she disappeared.  Now, I cheered because I won that round, but then it made me realize that maybe disappearing causes some kind of glitch.  I’m not entirely sure at the moment, and I guess I don’t have a huge urge to find out either.

The map’s environment is also very lovely.  Each battleground has its own unique theme, and there’s always a different place to hide and blow up, giving each game a memorable moment because you only experience each battleground once, which could also be a repellent.  The game doesn’t last longer than five minutes in most cases.  Who wants to play a game that must be constantly rehosted?  Not I, especially when there are fewer and fewer people actually playing WC3!  I actually played against a French man in one game, and he wasn’t a pleasant person to chat to.  No offense to any of my French speaking readers.

I give Bomberman by mapguy a 11 out of 12.

That’s it for now.  Keep on mappin’, WC3 fans.

June 21, 2010

Footman Frenzy Elite by HeX.16

Filed under: Defense, HeX.16, Multiplayer, Single Player — T.B. Louis @ 2:03 am

Footman Frenzy Elite by HeX.16

After profound thoughts and lengthily pacing, I’ve decided to sit down and write the next review for Indie Map Review.  Tonight, I’ll be discussing the epic game known as Footmen Frenzy Elite.  I wasn’t really impressed, to say the least.

The game was introduced to us as a “highly rated footmen frenzy map. . .” which also included, “new heroes, items, creep and tech types.”  I’m not really sure what a “tech” is, but I assumed that it was a gamer term for upgrades or technology tiers.  You are probably screaming “technology,” but as a writer, I have to criticize the guy for using the lame word “tech.”  I mean, come on!  The English language has over 616,500 words.  I’m sure there’s a better word than “tech.”

Now that I’m done with my little writer’s rant, I’ll begin dissecting the map.  First, we have a very cliché game: it’s footman frenzy.  What more do you expect?  Well, hold on now.  There’s twist (gasp).  The user can play against and/or team up with computer players, so now the ability to play offline is available to you and your family.  Oh joy!

What’s unique about the game play?  Well, you fight a bunch of computer players, which are pretty tricky.  You have tons of heroes to choose from, and they’re all done nicely.  There are some nice new items, which can be a lot of fun to use.  Like the Altar of the Gods, you can use this item to cause massive damage to your enemy.  Now, that’s a lot of fun.

Also, check out some of the heroes’ names.  They are funny.

So, you got an overplayed game combined with wit and just pure awesomeness for the heck of it.  Eh, I guess this version of footman frenzy isn’t so bad.  Sure, there isn’t anything very unique and jaw-dropping amazing featured in the map; however, this game does get the job done.  It’s footman frenzy with all the features you need to have a fun time with a bunch of footman frenzy enthusiasts.

So, I give Footman Frenzy Elite by HeX.16 a 6.5 out of 12.

Keep on mappin’, Wc3 fans.

May 31, 2010

Dark Invasion II by Arkan

Filed under: Arkan, Multiplayer, ORPG, Single Player — T.B. Louis @ 12:00 am

Dark Invasion II by Arkan

Few of you may not read this review just because Dark Invasion II is an ORPG, but those who are still reading, should definitely give this game a shot.  I’ll begin by saying that I gave Dark Invasion II almost a perfect score.  Sadly, there were some major flaws, which made me feel rather uncomfortable about giving such a game a 12 out of 12.  I mean, AceHart got a fair 11.5; however, unlike AceHart’s games, I played this game for about three hours on solo mode.

Here’s the scoop: the game is very much based on the MMORPG concept.  You grind (kill multiple monsters to earn exp or points) and complete quests.  Your hero has restrictions on what type of spells he/she can accumulate.  You’re often left with a sense of mild accomplishment whenever you gain a new level, and let me remind you that I’ve been playing this game for hours, which should tell you that I was very entertained.

There was a ton to do and see.  The map looked beautiful.  Each region was crafted so professionally that I didn’t really mind grinding so many monsters in one area.  Actually, I kinda enjoyed it.  I also liked the cheesy comments my hero would randomly say (kinda like a Duke Nukem or Gex game).  I also liked the talk-able critters, like a hermit crab.

Each new event or accomplishment brought profound excitement, which is rarely experienced in a WC3 map.  As I entered new islands, I got this overflowing sense of adventure.  I wanted to go fight some ravenous monster with only a broadsword.  I really did feel like I was defeating numberless foes in dense combat.

In this unique ORPG, there’s a whole new game created within the game.  Now, I know that’s silly to say, but the creators actually destroyed almost every foundation of WC3 and replaced it with something else.  The interface, the titles, the information, the descriptions, almost every little detail was modified, including the fight system.  Instead of click and attack and wait, the player is forced to command each and every swing of a blade, fling of an arrow, and swish of a knife.  The challenge is, your swing has a cool-down.  The longer you wait to thrust your blade into your foe – the better chance you’ll have to do more damage!  So, your character can inflict damage ranging from 0 – 100, depending on how long you wait periodically.  I’m sure there’s a formula for success, but I haven’t figured it out yet.  And depending on your luck or some sort of complicated RPG attribute, your character automatically does combo attacks.  I haven’t played the game enough to know how this works, but I’m sure people here would know.

If you didn’t know, Dark Invasion II is still very much a live.  Although the game stopped updating within almost a year now, players still gather to play Dark Invasion and Dark Invasion II on a regular basis.  I can’t join the ranks of elite players who grind until they reach the cap level to defeat the legendaries, but maybe you will.  Hey, if you do, send me a PM sometime.  Maybe we could play a game or two.  It would be fun.  But I’m just sayin’…  I mean: I’m not too desperate.

Add me.

The reason this game’s community can still flourish is because of all the things you can do.  You can cook, fish, explore, quest, dig for treasure, pillage, steal, fight endless enemies, and show off your impressive work to your bodies (maybe even a potential girlfriend, haha) with screenshots.  The save/load system also works wonderfully.  I had no issues loading my character into any new game I made, and I’ve replayed the map about three times.  Every time my character and items were restored, and the game ran so smoothly.  I actually thought for a minute that I was playing one of those big titled MMORPGs like Guild Wars or WoW, yet it was easily acknowledged that there was no one screaming on the chat that they wanted to marry Paris Hilton or wanted to “cybr wth ne1.” Maybe that’s a plus.

I give Dark Invasion II by Arkan a 10 out of 12.

The game was almost flawless, yet there was a huge flaw in the camera.  It was so bad that the gameplay suffered, yet the whole game was just a thrill overall!  I haven’t swore at a game in a long time.  Maybe you’ll have better luck with this turtle.

But for now, I guess I gotta start working on the Wednesday review, so I can’t stick around to fight anymore monsters.  Until then, keep on mappin’, Wc3 fans!

May 28, 2010

Defend the Tower II by AceHart

Filed under: AceHart, Defense, Multiplayer, Single Player — T.B. Louis @ 12:00 am

Defend the Tower II by AceHart

Many of you are probably familiar with tower defense games.  Throughout various waves of mobs, you use upgradeable towers to defend a certain area from being overrun.  This is an example of a very common tower defense game, but have you ever played AceHart’s version of tower defense?  It’s rather unorthodox and very fun. To add to AceHart’s the stern nonconformism, AceHart uses a Q&A format to introduce his new map.

Q: What’s different to single-player?
A1: It’s multi-player
A2: Some minor details are greatly different

Q: I can’t seem to win anymore…
A: That would be one of the minor details that are greatly different

Q: Any other such “details”?
A: Plenty

Q: Played with comps and they had a truck-load of own units. Where did he get all those Charm charges from?
A: There are other ways…

Q: I’m sure I have more Creeps to kill than anyone else!
A1: Well all know that random really isn’t
A2: It’s a conspiracy
A3: Blizzard hates you

Q: Hey, I found a shop!
A: Tried using it?

Q: Yep. But that somehow went the wrong way…
A: Damn. Use with care. Comps don’t by the way.

Q: It’s not in GUI anymore.
A: I know.

Q: Still looking for replays?
A: Always

Q: What if I didn’t do that well?
A: How badly you (got) owned is of little importance

Q: It doesn’t work!
A: Oh, really?

Q: Yeah, really!
A1: Details man, details. What, where, who, why and what should have happened instead?
A2: Got the replay?

This unique teaser just made me more curious, and I explored this game by playing it multiple times.  Actually, I’ll probably play it later today even!  Do you need more reasons why this game is awesome?  Well, I suppose a quick review is expected.

You begin the game off with little instruction.  You have one tower.  It is your primary and only tower.  This tower is also a hero, so it can level up during battle.  Each time your tower levels up, you can upgrade one spell.  There are four upgradeable spells: extra arrow, extra cannon, extra click, and extra charges.

These upgrades cause immediate changes to your tower.  An extra arrow gives you one more projectile to hurl at the enemy.  The extra cannon creates a revolving, spiked ball above your unit.  This spiked ball fires cannon balls at the waves of enemies.  An extra click ability allows you to cause damage to enemies by merely clicking on them.  This is useful if you’re a quick clicker.  The extra charges spell allows you to accumulate more helpful items throughout the game.

There are also other ways to inflict damage to your foes.  You can use other, non-upgradeable spells: rune summoner, summon footmen, entangling roots, fire bolt, and my morbid favorite – exploding corpses.  Rune summoner changes the runes that are dropped by mobs.  When you collect 5 runes, you gain one item; this is rather helpful if you want to charm a creature or increase health or mana.  Summon footmen spawns two footmen in an area near your tower.  These units can cut through the thick waves of monsters, and they can also collect dropped runes.  But be quick!  Footmen and runes disappear very suddenly.  Entangling roots impedes mobs.  Fire bolt knocks a monsters into a daze and also damages it with fire.  Exploding corpses blows up dead units and causes massive damage.  But the recharge takes a very long time.

Sounds good so far?  Well, there’s more.  You also have items to choose from: charm, health, and mana.  Charm allows you to convert one monster to your side.  Health heals your hit-points.  Mana gives you more mana, which is rarely needed in any of the matches that I play.  The only way to acquire more items is by collecting runes, so make sure you collect as many as you can with footmen or charmed creatures!

Finally, there’s a mysterious shop in the center of the map.  This shop is not for the weak-at-heart.  Here, you can purchase upgrades for monsters that spawn in the entire map.  Though you have three other plays in three other unique regions, they can take a real hit if they are unprepared for a level 8 monster or a sudden change in mana count.  Imagine trying to hold off a wave of 20 monsters without any spells to cause massive damage.  I guess you better start cranking out the health and mana and charm items! 🙂

I give Defend the Tower II by AceHart a 11.5 out of 12.

The game has a great atmosphere and a teasing challenge that will have you glued to your computer for an hour or so.  If you feel like you’re ready for some major losing, try AceHart’s Defend the Tower II.  If you somehow manage to win one game, comment below.  Braggin’ rights are well-deserved.

Keep on mappin’, WC3 Fans.

Blog at WordPress.com.