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Author Topic: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.5 (last edition : 05/31)  (Read 115762 times)

Xeronkar

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Finally, after some hours of work, we decided to release our custom map.
Named Requiem of Hammerwatch (can be change in the future), you'll play as a hero, or a group of heroes who want to collect 3 orbs. Those orbs are essences of human qualities, but are lost since thousands years... Wars, murders, felony, humans are really corrupted, and you have to solve this, bring the peace on the world.








<a href="http://www.youtube.com/watch?v=6kEL7RmydvQ" target="_blank">http://www.youtube.com/watch?v=6kEL7RmydvQ</a>
(Thanks to Bman255 for this great video ! )


Features :
3 dungeons
2 scripted bosses
1 village
1 world-map
Arena
Custom musics (Zelda, Golden Sun... And some other ;) )
english language
Inn system

Coming soon :
More dungeons
More bosses
More villages
Events
French translation
Travelling system (boat, fly, etc...)
Much more



The map is quite hard, 2 players are recomanded.

Actually, we have to stay focus on our studies, but we want to continue this project. We really enjoy to create a such campaign for you, and your entertainment, so don't worry, even if new versions will be appear less frequently, we still working on it !
We're open to all ideas, propositions and critics.
Don't hesitate to report bugs !
You can also follow me on Twitter !

/!\ FOR THE BEST EXPERIENCE, GO IN YOUR GRAPHICAL OPTIONS AND ACTIVATE EVERY SHADER (ESPECIALLY LIGHTS)/!\
Alpha 0.8.5 : Download
 


Thanks for reading, and maybe testing :)
This custom is made by me (Xeronkar) and Eternahl.
We'll do our best to keep this campaign up-to-date, and add more and more features ;)

Incoming patchnote :


?/03 : Alpha 0.9 :

- New 3rd dungeon. It actually doesn't fit with our vision of our campaign, and is not fun to play. 10%
- More levels in the arena 0%
- Adding some story line 10%
- New boss 10%
- New town (maybe) 0%


Patchnotes :


22/02 : Alpha 0.8.5 :

- Hotfix to solve a random script problem in the 2nd dungeon
- Some script improvements


21/02 : Alpha 0.8.4 :

- New music in the sanctuary (Credits to : Cain H. for this wonderfull music)
- Some improvements in the 1st dungeon


21/02 : Alpha 0.8.3 :

- Some improvements in the town (NPC's and some textures)
- New level design for the first dungeon (ennemies are no longer stuck in breakables)
- Some modifications in the 2nd dungeon (new traps before the boss and some indications about rune activation's process)
- New Sound Track for the 2nd boss
- Overall english corrections (Thanks a lot to Bman255)
- World map extended
- The first dungeon have a new location


25/01 : Alpha 0.8.2 :
- Fixed the trap bug in the arena, you can now escape after cleaning 3 waves
- Added some rewards for cleaning the arena ;)


03/01 : Alpha 0.8.1 :
- NPC have some speech bubbles (not all of them for the moment)
- Solved graphical bugs
- Totaly new arena system. Please give us more feed back as possible about it !


31/08 : Alpha 0.8 :
- Stanog village : Adding NPCs, new secret area, arena, new shop area system
- Arena : You can now try the first floor of the arena system. Still very soft, but will be improve later
- 3rd dungeon : Adding a new dungeon (only first floor available for now)
- New cloud fog on the minimap
- Story corrections
- Soft improvements to reduce lags in Hoovoo volcano


29/08 : Alpha 0.7.1 :
- Fixed a little bug in description

29/08 : Alpha 0.7 :
- Bug fixes in start level
- Stanog shops heavy improvements
- Boss life doesn't appear anymore in dungeons
- Add dedicated maps for bosses
- First boss map edited
- Little story change
- Other bug fixes and little improvements

Alpha 0.6 :
- Start bug fixed
- Sound loop in valcano level fixed

Alpha 0.5 :
- Bugs fixes

Alpha 0.4 :
- Start level improves
- You can't access to the 2nd dungeon without cleaning the first one
- First boss HP are now correct (2000HP)
- Some other improvements and bug fixes
« Last Edit: August 17, 2014, 05:15:47 AM by Xeronkar »

Grokitach

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #1 on: August 27, 2013, 09:12:09 AM »
As soon as I post the new version of my map, I'll test yours :) !

Hipshot

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #2 on: August 27, 2013, 12:41:02 PM »
Ok, I just dropped in quick and took a peak, looks nice. Gonna play it with Linaru a bit later today and then more properly!

Linaru

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #3 on: August 27, 2013, 02:18:14 PM »

the maps quite good, im hoping alot of that stuff is place-holder images for custom art.

few issues we encountered, multi-player language select buttons didn't work.
your doors areas are too small
check all your levels are inside the same act, otherwise keys will dissapear when you leave a dungeon.
shops are all surrounded by doors?

think your dungeons layout and puzzles need a bit more thought but the lightings where good and as a first draft it was quite nice to play.
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Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #4 on: August 27, 2013, 03:45:26 PM »
For the language, only english is available for the moment.

your doors areas are too small

We'll fix it

check all your levels are inside the same act, otherwise keys will dissapear when you leave a dungeon.

We'll check that, but i think it's already done

shops are all surrounded by doors?

Doors are just a way to simulate a bar, we'll replace it soon as possible with a better doodad

For the puzzles, it's only the beggining, we'll add some of later :)


@Hipshot, Linaru : Did you clean the 1st and 2nd dungeon ?

Hipshot

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #5 on: August 27, 2013, 03:56:37 PM »
We entered the cave first, took the bronze key, then we exited, entered the flower-mountain, then we used the bronze key to get to the boss (I think). When we killed the boss and went back to the cave we were missing the bronze key for that dungeon (obviously).

Myran

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #6 on: August 27, 2013, 03:58:08 PM »
I played through both dungeons and I really enjoyed it, the first boss died from just one hit though. And also I think the sounds on the volcano level keep stacking up, I guess you start multiple looping sound effects?

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #7 on: August 27, 2013, 04:02:27 PM »
@Hipshot : Oh, that's not how we thought the progression, keys have to be use in the same dungeon you found them. We'll add a security to block the 2nd dungeon access if you didn't clean the 1st dungeon.

@Myran : Argh !! I shared my debug map ! (the map i use the clean the campaign fast and see if every thing work...). The first boss have 2000HP... :(
Will be fix in 0.4 (maybe in some hours)

Hipshot

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #8 on: August 27, 2013, 04:13:23 PM »
Yea, you need to do that or add one more key. But it's better just to block the dungeon if it's gonna be free roam like this. Because, linaru and me didn't find the crack, that's why we went back out, if the gate had been blocked, then we would have looked more the first time. I really thought you were supposed to get back out and then come back there after a while =)

Myran

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #9 on: August 27, 2013, 04:19:18 PM »
@Myran : Argh !! I shared my debug map ! (the map i use the clean the campaign fast and see if every thing work...). The first boss have 2000HP... :(
Will be fix in 0.4 (maybe in some hours)
Ah, alright :)
If you're playing the debug version of the game (the Hammerwatch.exe in the editor folder) then the console is enabled, and you can also bind console commands to keyboard keys. I attached my console binding config, if you put it in the editor folder it will enable a few commands to help you play through stuff quickly:
F1: Gives act1 upgrades
F2: Gives act2 upgrades
F3: Gives act3 upgrades
F4: Gives act4 upgrades
F6: Enable godmode, noclip and speeds up the game
F5: Disable godmode, noclip and sets regular game speed

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch
« Reply #10 on: August 27, 2013, 04:25:55 PM »
Wow ! Thanks a lot, that's will help us a lot to test some events and bosses !

So, we're working on this 2 issues, and we'll upload the 0.4 just after (one hour i think, and it'll be up to date)

Edit1 : We've some problems to keep a variable through multiple maps... We want to detect the death of the first boss, keep this in a variable, a with it, destroy the wall who's keeping the 2nd dungeon entrance

Edit2 : We discoveres the flags, hope it will be the solution.

Edit 3 : Nailed it ;)
« Last Edit: August 27, 2013, 05:26:09 PM by Xeronkar »

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.4
« Reply #11 on: August 27, 2013, 05:47:01 PM »
Alpha 0.4 realased ;)
Check the patchnote :)

Edit1 : Alpha 0.5 released to fix lot of bugs
« Last Edit: August 27, 2013, 07:37:22 PM by Xeronkar »

Mayek

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.5
« Reply #12 on: August 27, 2013, 07:42:36 PM »
Great work!
This map has clearly ALOT of potential, keep up the good work.
1 problem thou, in the "volcano" (or whatchamacallit) there was this annoying sound all the time like something was burning, was kinda annoying.

But otherwise this seems like a great map 5/5

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.5
« Reply #13 on: August 27, 2013, 07:44:07 PM »
Thanks you Mayek ! ;)

For this sound problem, we're searching this, it'll be fix in the 0.6 version for sure :)

Xeronkar

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Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.6
« Reply #14 on: August 27, 2013, 08:03:59 PM »
Alpha 0.6 released, you can now play after the first level