Shadows of the Tal'Darim
Shadows of the Tal'Darim is a 3-part 1-10 player RPG for Starcraft 2.
Shadows of the Tal'darim 1.09 features:
- 15 Unique heros
- A hero save system that holds 5 heroes per player
- Content that adjusts difficulty based on how many players are present (Mobs and bosses have +100% life per player)
- Content that drops more loot when there are more players present.
- A Unique Stat-point spending system that allows you to customize your character, and re-spend these stat points freely at any time.
- A talent system that can unlock new abilities or improve existing abilities.
- Diablo style followers that get stronger as you get stronger, and level as you level.
- Over 240 pieces of gear including helms, shoulder, chest, bracer, gloves, boots, rings, shields, trinkets and relics!
- Drive 1 of 4 different types of vehicles!
- A waypoint system similar to Diablo.
- A PVP Arena where 4 or more players can have arena battles and compete for XP and Vespene!
- Released Dec 28, 2010. Updates every week.
Visit the Shadows of the Tal'Darim Forums
- Act I Level 1-25 content
The Protoss and the Tal'darim were fighting above restored Haven. Shortly after the Terran colonists sent up a battlecruiser from the surface, a sub-space Vortex opens up above the planet, engulfing several vessels. Trapped and stranded 85 years in the past, our heroes grow tired of waiting for reinforcements
The Tal'Darim have set up fortifications, while they gather enough materials to launch an assault on Aiur (and through their madness, destabilize time itself!)
- Act II Level 23-50 content
After nearly defeating the Destroyer, our heroes head South in pursuit. Chal'marr and his band of Templars have taken over a nearby Tal'darim outpost. This outpost will serve as a temporary sanctuary for Chal'marr's survivors while they investigate the Tal'darims recent expansion into the region.
- Act III Level 45-80 content.
Near the end of Act 2, one of the Destroyers Dark Archons had mysteriously appeared and stole a powerful crystal artifact that the Destroyer was excavating. The Destroyer was enraged. The Tal'darim Archon opened a time rift and escaped to the present.
With the timelines restored, our heroes return through the temporal vortex, but they pick up a Tal'darim warp trail that leads straight to Korhal! Chal'marr's survivors (on General Larrens Battlecruiser) follow the warp trail to an experimental research facility on Korhal, which is still mostly in ruins after the last Zerg attack.. The Ta'darim Archon (known as Nezzax the Consuming) is harnessing the powers of the crystal to amplify his ability to control human minds!
@TheNeo: Go
Wow that version is over 9 months old. yea publish this version http:www.sc2mapster.com/maps/shadows-taldarim/files/34-shadows-of-the-taldarim-rpg-en-gb-act-1-0-97a/
You're welcome to publish it, there are alot of horribly old versions out there, that are generally plagued by poor multiplayer gameplay, uneven XP splitting, only 9 heros, save/load unstability and they're dying to be updated.
If you can publish Act 1 on EU BNET let me know and I'll post the enGB versions of acts 2 and 3 for you.
Hey I can only find old versions of the map on the eu battlenet :( i really like the map and wanna play it all the way but i can only find act1 map and it's old as said. version 0.86. can you properly publish it or am i allowed to publish it?
Waypoint system implemented! Players can now directly teleport to one of 7 different locations on each act, through the waypoint network. Some waypoint nodes are like teleporters where you just walk on top of them, but some waypoint nodes you right-click like a town portal.
Hmm I see.
@TalDarimDestroyers: Go
I might beleive that you killed the destroyer in act 2, but there IS no destroyer in act 3. The last boss is Nezzax the Consuming, and it's extremely unlikely that you would have beat this boss without at least dying 4-5x.
I wish a lvl 1 could even visit Act 2 or Act 3 and still be able to gain exp from all of the Acts... It'd be funner to be honest, but it's all up to you :s
I do see the most problem's are with the mission's.. I repeated Act I, then went to Act II, first it started working the mission's, but then the Black Warreaver or Black Reaver mission then it messed up and the mission's stopped working.
After that happened Il continued trying to destroy the destroyer I did it surprisingly, but in Act III it did it again! I was so disappointed... I can't believe it did it... Well please try to fix this >_<
Also I think there is a few things I think would be awesome, please make more upgrade thingy's.. :C my char seem's pretty weak for some reason I think he is lvl 69 or 70 something.
It sounds like you're playing an old version, and whoever's uploaded the version your playing needs to update it. This project is nearly a year old so there's a lot of really OLD versions floating around.
The updated version is on US BNET. If you're from SEA or enGB send me a private message and I will try to send you an updated version.
I play in widescreen 1366x768, I don't have any overlapping dialog issues. And yeah you don't need to be a WOW player to play my maps, you just need to know how to spend stat points, and manage inventory like in Diablo. My map is nothing like wow and was never intended to be. It has several WOW features and a 'lock camera' mode (for people who DID play WOW.) It's enjoyed by about 20% of the people who play my map, so if you don't like lock camera mode, then don't use it. You can turn lock camera mode off by hitting the 'Unlock camera' button right next to it. (In older versions, type -unlock)
My wife plays on 1024x768 and looking at her inventory I can only see one thing wrong, the damage meter button seems to overlap the unit wireframe (which is a secondary shields/life/energy display.)
Hm.. Just tried your map on SEA. The locked camera behaves a little erratic when I use WASD. But I can't really say cos I don't play wow and probably never will, so I'm not familiar with the controls.
I also suspect that the dialogs aren't rendering properly on all aspect ratios as well, because it looked really wierd on 16:9 when I tried it. Because of which, there were a lot of dialog item overlaps that just didn't seem to be in the right places.
I changed how inventory works a little bit, and I want to apologize in advance to players who have lost a bag full of stuff. I split the existing Inventory bag into 2 bags, an Inventory bag and a Quest Items bag. So we now have 3 inventory windows: Equipment, Inventory, and Quest Items.
Your equipped items will remain intact however. Most people only lost a bag full of consumables.
a 0.97 build will be coming soon but it will NOT include the new zerg hero (and the stash box idea has been abandoned) Instead I'm going to be putting up more gear for sale at the vendors, and adding new vendors. When I get the vendors rebalanced I'll work on making a seperate bag for quest items, making potions stackable (up to 2 per stack), and add new rings for Act 3.
Working on the Stash Box feature on an (act 1) test build that is currently private on US bnet. I'm going to be stress testing this new feature, making adjustments until I deem it ready to be deployed to all 3 acts.
yeah idk. Most people who play starcraft 2 rpgs play those RPG's where you start at level 1 every fucking time. I haven't seen any other diablo-style RPG's in the top 10 since ZH RPG was popular.
Most people who play my rpg have all 3 acts all on bookmarks by now.
Oyea, what I ment by not popular is that it isn't the most top 10 play'd games on Starcraft 2, no offense.
Outstanding, Sharicasmi this is going great I will try to suggest some stuff later on..
Sharicasmi one day you will get that Act 4 done it must and will be epic.
_-*[PS - I have noticed your "RPG" isn't so popular, but it is fun I will help with that somehow..]*-_
This week I'm going to be working on a new stash box feature. This will effectively serve as a bank for your hero to store items in for later use. The stash is stored on a different file than what your hero is. The intent is to create extra storage without making your existing save files bigger.
This will end up being either a great idea, or a terrible waste of time. Either way, items stored in this stash box are not garaunteed save properly across acts, but players will be advised of this as they approach the stash box.
It's approaching the 1 year anniversary of Shadows of the Tal'darim RPG. I had a number of ideas that I was throwing around, some were simple, some were tried and didn't work like the 'hero battleground PVP map. Some haven't been tried yet, like 'hero duels.' I'm conjuring new ideas and multiplayer stress testing all 3 acts in preparation. Thanks for playing folk, I intend to make this go up to act 4 some day :)
I'm going over several possibilities for 0.97. The new zerg hero is still not ready.
After a detailed review I may (or may not) make some changes to some of the Roach's abilities. I'd like to at least change/replace charge, because it's sort of !@#$ing useless.
I may also be reviewing and permanently changing lifestealing mechanics.
I've been playing alot of Warcraft 3, Magecraft, and Red Circle TD. Sometimes I'm hanging out in the looking for custom games channels, looking for people to play act 2 or 3 with.
I have about 80 people on my friends list, about half of them are my old World of Warcraft guildies that aren't ever on. The other half are people who play my RPG. About 2-3 of them are people awaiting a character restoration from save file issues. Just find me in Looking for Custom Games channel and throw me on friends if you need a character restored or want to do some multiplayer :)
How would I be able to hangout with you Sharicasmi?