Five Heroes - Level Design


Quest Maps and Environment

About Five Heroes

Five Heroes is a story-driven turn-based RPG. As a warlord, you recruit heroes, complete quests, progress through the storyline, defeat various enemies and bosses, and upgrade your heroes.

My Involvement
After planning the story campaigns, I broke them down into levels. I designed each level in the Unity engine using custom editor tools. When designing levels, I started with flow design elements, such as quest givers, objectives, trigger zones, and dynamic changes. Once the flow was ready, I moved on to environment design - map, terrain, atmosphere, foliage, props, and effects.
Five Heroes: The King's War - Trailer

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The "Arms Reach" Castle


The capital of the Firestone Kingdom, and home to the King himself. A fortified safe haven for the Kingdom's nobility. It is so safe, that its inhabitants have zero clue about the undead invasion happening just outside of its walls.

Quest - The King's War


You must report to the King about the skeleton invasion outside his castle's walls. Given your reputation, you are not exactly welcome in "Arm's Reach", but the King still needs to know what befalls his kingdom. Furthermore, you have an old friend, a Priestess named Kira, who might join you. A party will certainly benefit from having a healer.

Quest Flow Pointers


  1. Start here.
  2. Dialogue with the guards at the gate.
  3. Dialogue with the King at his Castle.
  4. Recruiting Kira the Priestess at the Inn.
  5. Unlock the PVP arena.
  6. Exit and complete the quest.

Map Details


ENVIRONMENT: Cityscape, walls, houses, crops, towers, river, trees, village props.
LANDMARKS: Castle, inn, arena, rich manor, bridge, well.
ENEMIES: Skeletons (warrior, archer, mage), slimes.
NPCS: Guards, guard captain, citizens, peasants, king.
AUDIO/AMBIANCE: Calm medieval music, city noise, indistinct chatter.

The Amazon Fortress


Long gone are the days when Amazons lived as scattered tribes in wooden huts. The Amazon Fortress stands as a tropical paradise and the beacon of civilization in Midland. It is the home to the Amazon Queen, the ruler of all Midland.

Quest - Amazons and Pirates


The Amazons are grateful for your help against the pirates, but the war isn't over yet. The pirates are plotting another attack, and the Amazon Queen once again requests your aid. You must team up with Barnaby the Navigator to locate the pirates and launch a preemptive strike.

Quest Flow Pointers


  1. Start here.
  2. Dialogue with the Amazon Queen.
  3. Dialogue with Barnaby the Navigator.
  4. Replenishing at the Inn (Optional).
  5. Pirates that need to be eliminated.
  6. Exit and complete the quest.

Map Details


ENVIRONMENT: Tropical village, wooden walls, straw houses, crops, towers, river, jungle trees, village props.
LANDMARKS: Amazon castle, inn, water mill, statues of Amazon deities (Nish'barla, Bar'halla, Inal'ra'bak).
ENEMIES: Piates (thug, brute, arbalest, grenadier).
NPCS: Amazon warriors, peasants, scouts, and queen.
AUDIO/AMBIANCE: Energetic tropical music, jungle noise, mosquitoes.

The White Peak Mines


Long ago, the snowy mountains of the White Peak were colonized by the Firestone Kingdom, after a large deposit of Diamonds had been found at their peaks. As the miners dug deeper into the mountain, they unearthed an ancient evil - the undead forces led by the Skeleton King. Nowadays, 200 years later, the mines are abandoned.

Quest - Beneath the Snow


The King's miners have awakened an ancient evil lying beneath the snow. After losing many of his soldiers, the King has turned to you, a renowned hero, to deal with the rising threat. You must gather a party of legendary heroes and defeat the Skeleton King.

Quest Flow Pointers


  1. Start here.
  2. First dialogue with the King.
  3. Recruiting the Ranger.
  4. Recruiting the Boblin Healer
  5. Dialogue with the Monk.
  6. Recruiting the Fire Mage.
  7. Melting the snow.
  8. Recruiting the Monk.
  9. Second dialogue with the King.
  10. Boss fight with the Skeleton King.

Map Details


ENVIRONMENT: Frost mountain, mines, houses, tents, rails, snow piles, trees, fires, barricades, graves, props.
LANDMARKS: Frozen skull chamber, king's house, heaps of snow.
ENEMIES: Skeletons (warrior, archer, mage, king).
NPCS: Guards, miners, heroes, peasants, king.
AUDIO/AMBIANCE: Nordic tension music, mining noises, blizzards, and winds.

The Ancient Amazon City


Claiming that Amazons are primitive wild tribes is a huge misconception. They have a long history and a rich legacy. The prime example is the Stratopolis, an ancient city built centuries ago. Legends say there was an ancient evil lurking beneath the city that drove the Amazons crazy and forced them to fight each other. The ancient Amazons abandoned the city in haste, leaving their wealth and gold behind. Nowadays, it's a perfect target for pirates to plunder.

Quest - City of Marble


The filthy pirates have no shame! They have flooded the ancient Amazon city of Stratopolis with their presence and desecrated the ancient ruins. If that wasn't enough, they have captured the Amazon Priestesses as hostages. One of the priestesses begs you to rid the city of pirates rescue the other priestesses.

Quest Flow Pointers


  1. Start here.
  2. First dialogue with the Amazon priestess.
  3. Amazon priestesses to rescue.
  4. Ancient gate (Optional).
  5. Second dialogue with the Amazon priestess.
  6. Exit and complete the quest.

Map Details


ENVIRONMENT: Ancient city, marble walls, houses, columns, vines, pools, water canals, jungle trees, rocks.
LANDMARKS: Amazon temples, ancient gates, ancient stairs, statues of Amazon deities (Nish'barla, Bar'halla, Inal'ra'bak).
ENEMIES: Piates (thug, brute, arbalest, grenadier).
NPCS: Amazon priests and peasants.
AUDIO/AMBIANCE: Ancient Greek-themed mystery music, slowing waters (in water canals), mosquitoes.

The Citadel of the Dead


No one knows who built the Citadel of the Dead. Legends say it predates the Firestone Kingdom. Centuries ago, an ancient human empire practiced dark arts seeking immortality. Eventually, they achieved their goal by turning themselves into the undead legions. Even though they were defeated, they are bound to return and haunt the living.

Quest - Citadel of the Dead


The King's armies have finally breached the Citadel's defences, so the Skeleton King has locked himself in his throne room. You must help Faustus the Summoner unlock the throne room gate by performing his ritual. The ritual requires you to bind four Skeleton King's lieutenants to the summoning pillars. Once done, Faustus will drain their power and unlock the gate. From that point on, it is between you and te Skeleton King.

Quest Flow Pointers


  1. Start here.
  2. Dialogue with the King.
  3. Dialogue with Faustus the Summoner.
  4. Summoning pillars.
  5. Skeletal Lieutenants.
  6. Broken bridge.
  7. Wood to repair the broken bridge.
  8. Gate to the throne room.
  9. Boss fight with the Skeleton King.

Map Details


ENVIRONMENT: Dark stone floor, walls, dark red carpets, statues, graveyard fences, water, dead trees, braziers, graves, grave houses, ancient ruins, village props.
LANDMARKS: Summoning pillars, graveyard house, throne room gates, Skeleton King's skull chamber.
ENEMIES: Skeletal warrior, archer, mage, Skeletal King.
NPCS: Guards, king, king's soldiers, king's lieutenants, prisoners, peasants, donkeys.
AUDIO/AMBIANCE: Music with death/necrotic vibes, echoes of suffering ghosts/souls..

The Tortuga Island


Despite being a small island, Tortuga is one of the most important pirate trade hubs across Midland. Therefore, it is heavily defended, mostly crowded with pirates. It used to be an Amazon island but was lost to pirates long ago.

Quest - Navigator of the Seven Seas


Pirates have captured Barnaby the Navigator to force him to lead them to the ancient Amazon Temple. The Amazon stresses the importance of the temple - it is the holy site of the Amazon history and tradition that must not be desecrated by some low-life pirates. She urges you to rescue Barnaby before he leads them to it.

Quest Flow Pointers


  1. Start here.
  2. Crushed ship / Landing site.
  3. Dialogue with the Amazon Queen.
  4. Barnaby's prison.
  5. Key to Barnaby's prison.
  6. Dialogue with the freed Barnaby.
  7. Ship to steal from pirates.
  8. Exit and complete the quest.

Map Details


ENVIRONMENT: Tropical island, sea water, sea rocks, wooden walls, wooden houses, tents, lush vegetation, towers, braziers, jungle trees, props.
LANDMARKS: Wooden prison, inn, lighthouse, tavern, statues of Amazon deity (Inal'ra'bak), shipwreck.
ENEMIES: Piates (thug, brute, arbalest, grenadier).
NPCS: Amazon queen and warriors, imprisoned Barnaby.
AUDIO/AMBIANCE: Music with pirate vibes, jungle noise, mosquitoes, sea waves/winds.

Koth - The Barbarian Kingdom


Deep in the desert lies the capital of the great Barbarian kingdom. It is home to Koth, a proud nation that rules over the other desert tribes. For the last few decades, it has been locked in a neverending war with Goblins from the east, who are jealous of their prosperity. The city of Koth is a well-defended fortress that has never been taken by siege.

Quest - Like Father, Like Son


The King of the Firestone Kingdom has arrived from the north to negotiate a truce with the Chief of Koth, the Barbarian Kingdom in the south. Goblins use the momentum and launch an attack on the city. Young Axe, the Chief's son, finally gains an opportunity to defend the kingdom and prove to his father that he is ready for battle.

Quest Flow Pointers


  1. Start here.
  2. Replenishment at the Inn (optional).
  3. Restock at the Tavern (optional).
  4. Upgrades at the Barracks (optional).
  5. First dialogue with the Chief's son.
  6. First dialogue with the Chief.
  7. Goblin invaders to eliminate.
  8. Recruiting the Chief's son.
  9. Second dialogue with the Chief.
  10. Exit and complete the quest.

Map Details


ENVIRONMENT: Desert, cliffs, wooden walls, desert rocks, cactuses, palm trees, water, grass, barbarian houses, bridges, fences, props.
LANDMARKS: Barbarian chief's palace, inn, green oasis, prison, barbarian tavern, barracks, ancestors' totems.
ENEMIES: Goblins (warriors, slingers, warlocks, rogues).
NPCS: Guards, citizens, chief, visitors' king, king's guards.
AUDIO/AMBIANCE: Desert music with drums and combat vibes, city noise, weapon clashes, indistinct chatter.

The Cathedral


The Cathedral is headquarters of the Paladin Order and a place where all prayers to the Archon are conducted. It is also home to the Grandmaster of the Paladins. The Cathedral district is the wealthiest district of the Iron City, where only the most devoted Paladins are allowed to live.

Quest - Praise the Archon


The Paladin Grandmaster organizes a group prayer to the Archon at the Cathedral. The prayer requires at least 10 participants. You must gather citizens across the Iron City and bring them to the Cathedral. However, after gathering all the citizens in the district, you realize you are short on one participant. The only available candidate is a Boblin worker from overseas.

Quest Flow Pointers


  1. Start here.
  2. First dialogue with the Grandmaster.
  3. Citizens to invite to the group prayer.
  4. Second dialogue with the Grandmaster.
  5. Boblin worker to invite to the group prayer.
  6. Group prayer participation.
  7. Exit and complete the quest.

Map Details


ENVIRONMENT: Cityscape, walls, rich houses, gardens, bushes, trees, marble floor, water canals, lanterns, props.
LANDMARKS: Cathedral, churches, Archon's statue, fountains, clock tower, university, stone bridges.
ENEMIES: Spiders (melee, spitter, trapper).
NPCS: Guards, citizens, Paladin Grandmaster.
AUDIO/AMBIANCE: Calm holy/monastery music, city noise, water flowing, indistinct chatter, prayer.

The Archon's Chapel


The holiest place of the Iron City, where the Great Archon himself resides. Nobody is allowed near the Archon unless he requests to grant an audience to someone himself. Only the high-ranking Paladins dwell in the residential area around the chapel. Those Paladins whom the Archon entrusts to protect his chapel and guard the Holy Fountain - the vessel of Holy Water that heals all curses and diseases.

Quests - Archon, Holy Fountain


Following the audience with the Archon, you, a young Paladin, are sent on a mission to cleanse the mines of corruption. And by cleansing, he means leaving none alive. But Professor Sandy suggests a more humane solution - to steal some holy water from the Holy Fountain, and use it to heal the corrupted miners. But first, you need to distract the guards.

Quest Flow Pointers


  1. Start here.
  2. Dialogue with the Grandmaster.
  3. Dialogue with the Archon.
  4. Dialogue with Professor Sandy.
  5. Guards protecting the Holy Fountain.
  6. Light up braziers to distract the guards.
  7. Steal holy water from the Holy Fountain.
  8. Exit and complete the quest.

Map Details


ENVIRONMENT: Cityscape, walls, rich houses, gardens, bushes, trees, marble floor, paved roads, water canals, lanterns, braziers, props.
LANDMARKS: Archon's statues, Archon's chapel, holy water fountain, clock tower, university, stone bridges.
ENEMIES: Spiders (melee, spitter, trapper).
NPCS: Guards, citizens, Archon, Grandmaster, Sandy.
AUDIO/AMBIANCE: Uplifting/Epic medieval music, city noise, water flowing, indistinct chatter, prayer.

The Corrupted Archon's Chapel


When the Archon succumbs to the corruption, so does the Iron City. The Archon's Chapel becomes the den of evil. This is where the heroes must confront and defeat him.

Quest - Dark Angel


As the Archon becomes the embodiment of corruption, he leaves you no choice. But as soon as you put the dark angel out of his misery, a winged baby is born from his ashes. It is the Newborn Archon, still unscathed by the corruption. He alone has the power to heal the Iron City from corruption... or succumb to it, like his predecessor.

Quest Flow Pointers


  1. Start here.
  2. Dialogue with Grandmaster and Professor Sandy.
  3. Cleanse the Church from corruption (optional).
  4. Cleanse the University from corruption (optional).
  5. Cleanse the Clock Tower from corruption (optional).
  6. Dialogue with the Archon.
  7. Boss fight with the Archon
  8. Dialogue with the Baby Archon.
  9. Exit and complete the quest.

Map Details


ENVIRONMENT: Corrupted city, corruption crystals, corrupted ground, walls, rich houses, gardens, bushes, trees, floor, roads, water canals, lanterns, braziers, props.
LANDMARKS: Archon's statues, Archon's chapel, clock tower, church, university, stone bridges.
ENEMIES: Corrupted paladins (melee, arbalest, healer).
NPCS: Guards, citizens, Archon, Grandmaster, Sandy.
AUDIO/AMBIANCE: Epic action medieval music, distant screams, devilish sinister tone, indistinct chatter, prayer.

The Corrupted Mines


The work at the mines is hard enough - huge demands, and poor working conditions. But when the corruption hit the mines, a high number of miners found themselves affected. Over time, they succumbed to corruption and lost the last shreds of their humanity. They turned into feral beasts, attacking those miners who still haven't been infected.

Quest - Lord Gruber


Lord Gruber, the owner of the iron mine, wasn't a great person before falling into corruption, but corruption has made him infinitely worse. Before succumbing to the red substance, he planned to infest the miners with it. Empowered by the ancient evil, they would work day and night without rest or sleep, and thus maximize Gruber's profits. But after getting infested with it himself, Lord Gruber now plans to raise a personal army of corrupted miners to take over the Iron City.

Quest Flow Pointers


  1. Start here.
  2. Holy water bucket.
  3. Cleanse Warehouses from corruption.
  4. Cleanse Mines from corruption.
  5. Cleanse Food Silos from corruption.
  6. Boss fight with the Corrupt Mine Owner.
  7. Corrupted crystals' blockade.
  8. Cleanse the Core Oven from corruption.
  9. Exit and complete the quest.

Map Details


ENVIRONMENT: Underground, rails, iron deposits, corrupted ground & water, corruption crystals, rocks, support columns, tents, carts, lanterns, graves, props.
LANDMARKS: Mines, warehouses, storage silos, rich manor, bridge, corrupted oven, corruption wall.
ENEMIES: Corrupted miners (melee, grenadier, rogue).
NPCS: Miners.
AUDIO/AMBIANCE: Music with iron/dwarven tones, mining SFX, distant screams (as if losing sanity).
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